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FPS_Basics

Discussion in 'Wiki' started by awesomedrako, Feb 12, 2010.

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  1. awesomedrako

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    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p><span style="font-size: large;"><strong>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p>[​IMG]</p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. And most FPSs have multiplayer play in them. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and the side that kills the most players fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
     
  2. awesomedrako

    awesomedrako Clubbed

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    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p><span style="font-size: large;"><strong>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><strong><span style="font-size: large;">More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;">Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    </ul>
     
  3. awesomedrako

    awesomedrako Clubbed

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    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p><span style="font-size: large;"><strong>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><strong><span style="font-size: large;">More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;">Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    </ul>
     
  4. awesomedrako

    awesomedrako Clubbed

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    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p>
    <table style="width: 213px; height: 104px;" border="1">
    <tdisallowedtag>
    <tr>
    <td><strong><span style="font-size: large;">Contents:</span></strong></td>
    </tr>
    <tr>
    <td><a href="#hud">The HUD</a></td>
    </tr>
    <tr>
    <td><a href="#gameplay">Typical Gameplay</a></td>
    </tr>
    <tr>
    <td><a href="#more game modes">More Game Modes</a></td>
    </tr>
    <tr>
    <td><a href="#keywords">Keywords</a></td>
    </tr>
    </tdisallowedtag>
    </table>
    </p>
    <p><span style="font-size: large;"><strong><a name="hud"></a>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong><a name="gameplay"></a>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><strong><span style="font-size: large;"><a name="more game modes"></a>More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;"><a name="keywords"></a>Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    </ul>
     
  5. awesomedrako

    awesomedrako Clubbed

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    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p>
    <table style="width: 213px; height: 104px;" border="1">
    <tdisallowedtag>
    <tr>
    <td><strong><span style="font-size: large;">Contents:</span></strong></td>
    </tr>
    <tr>
    <td><a href="#hud">The HUD</a></td>
    </tr>
    <tr>
    <td><a href="#gameplay">Typical Gameplay</a></td>
    </tr>
    <tr>
    <td><a href="#more game modes">More Game Modes</a></td>
    </tr>
    <tr>
    <td><a href="#keywords">Keywords</a></td>
    </tr>
    </tdisallowedtag>
    </table>
    </p>
    <p><span style="font-size: large;"><strong><a name="hud"></a>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong><a name="gameplay"></a>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><span style="font-size: large;"><strong>Common FPS Weapons</strong></span></p>
    <p>Many FPSs share weapons, or similar weapons. This is a list of common weapons in FPSs and what they do.</p>
    <p><span style="font-size: medium;"><strong>Assault Rifle</strong></span></p>
    <p><span style="font-size: small;">The assault rifle is an automatic weapon, and is the most common weapon in FPSs. Most, if not all FPSs have an assault rifle or some form of an assault rifle in them. It is commonly a fairly heavy, two-handed gun, and mostly used as a primary weapon. It mostly comes in fully automatic forms, but some FPSs may have semi-automatic variations or semi-automatic modes on fully-automatic assault rifles. It usually has a fairly large magazine (it can have fair amount of ammo) loaded into it. It is usually a fairly high damaging weapon, only second to weapons designed for kills with only a few shots.</span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><strong>Sniper Rifle</strong></span></span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><span style="font-size: small;">The sniper rifle is another very common weapon in FPSs. It is usually a bolt-action weapon (each shot requires manual action to load another bullet into it), or a gun with a very low fire rate. Sometimes there are semi-automatic sniper rifles as well though. Sniper Rifles are usually the most damaging weapon in an FPS, second only to explosives (grenades, rocket launchers etc) and flames (petrol bombs, flamethrowers etc). They are usually one of the most heaviest guns in the FPS, and usually have very small magazines in relation to automatic guns. It normally has a telescopic scope mounted on it that lets the player see very far away, and therefore shoot enemies that are otherwise impossible to aim at.<br /></span></span></span></p>
    <p><span style="font-size: medium;"><strong>Shotgun</strong></span></p>
    <p>The shotgun is another common gun, though not as common as the above two guns. It is usually capable of firing several bullets in a spread with each shot, and is usually very damaging at close range. It, like the sniper rifle, normally has less ammo in relation to the automatic guns.</p>
    <p><strong><span style="font-size: medium;">Submachine Gun (SMG)</span></strong></p>
    <p>The SMG is about as common as the shotgun. Usually in an FPS, there is a fully automatic gun that is smaller and less damaging than an assault rifle, but may carry more ammo in it, while also being much lighter. This is the SMG, though it may be named something different.</p>
    <p><strong>Pistol</strong></p>
    <p>Many FPSs have a smaller, weaker secondary weapon to backup the primary weapon. The pistol is often used for this sidearm. Pistols are normally not automatic, so have a much slower fire rate than automatics, though they aren't bolt-action either. Sometimes the pistol is used as the sidearm, and is given infinite ammo so the player will always have a useable gun if they run out of ammo.</p>
    <p><strong>Grenades/Flashbangs/Smoke Grenades</strong></p>
    <p>Most FPS have a throwable explosive as well as a secondary weapon to backup the primary weapon. Grenades are explosives that are the most common throwing weapon in a game. They are usually highly damaging if it catches someone in its explosion. Flashbangs are less common, but fairly common as well. Flashbangs often don't cause any, or cause little damage, but will blind an enemy. In single-player, this means the enemy will not fire for a while. In multiplayer, this means a player hit with a flashbang will have their screen blurred or whited out. Smoke Grenades are the least common, but aren't rare either. Smoke grenades cause an explosion of smoke. Anything inside the smoke cannot be seen, and anything behind the smoke cannot be seen either. All three explosives are normally used tactically.</p>
    <p><strong><span style="font-size: large;"><a name="more game modes"></a>More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;"><a name="keywords"></a>Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    </ul>
     
  6. awesomedrako

    awesomedrako Clubbed

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    Adding some more words

    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p>
    <table style="width: 213px; height: 104px;" border="1">
    <tdisallowedtag>
    <tr>
    <td><strong><span style="font-size: large;">Contents:</span></strong></td>
    </tr>
    <tr>
    <td><a href="#hud">The HUD</a></td>
    </tr>
    <tr>
    <td><a href="#gameplay">Typical Gameplay</a></td>
    </tr>
    <tr>
    <td><a href="#more game modes">More Game Modes</a></td>
    </tr>
    <tr>
    <td><a href="#keywords">Keywords</a></td>
    </tr>
    </tdisallowedtag>
    </table>
    </p>
    <p><span style="font-size: large;"><strong><a name="hud"></a>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong><a name="gameplay"></a>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><span style="font-size: large;"><strong>Common FPS Weapons</strong></span></p>
    <p>Many FPSs share weapons, or similar weapons. This is a list of common weapons in FPSs and what they do.</p>
    <p><span style="font-size: medium;"><strong>Assault Rifle</strong></span></p>
    <p><span style="font-size: small;">The assault rifle is an automatic weapon, and is the most common weapon in FPSs. Most, if not all FPSs have an assault rifle or some form of an assault rifle in them. It is commonly a fairly heavy, two-handed gun, and mostly used as a primary weapon. It mostly comes in fully automatic forms, but some FPSs may have semi-automatic variations or semi-automatic modes on fully-automatic assault rifles. It usually has a fairly large magazine (it can have fair amount of ammo) loaded into it. It is usually a fairly high damaging weapon, only second to weapons designed for kills with only a few shots.</span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><strong>Sniper Rifle</strong></span></span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><span style="font-size: small;">The sniper rifle is another very common weapon in FPSs. It is usually a bolt-action weapon (each shot requires manual action to load another bullet into it), or a gun with a very low fire rate. Sometimes there are semi-automatic sniper rifles as well though. Sniper Rifles are usually the most damaging weapon in an FPS, second only to explosives (grenades, rocket launchers etc) and flames (petrol bombs, flamethrowers etc). They are usually one of the most heaviest guns in the FPS, and usually have very small magazines in relation to automatic guns. It normally has a telescopic scope mounted on it that lets the player see very far away, and therefore shoot enemies that are otherwise impossible to aim at.<br /></span></span></span></p>
    <p><span style="font-size: medium;"><strong>Shotgun</strong></span></p>
    <p>The shotgun is another common gun, though not as common as the above two guns. It is usually capable of firing several bullets in a spread with each shot, and is usually very damaging at close range. It, like the sniper rifle, normally has less ammo in relation to the automatic guns.</p>
    <p><strong><span style="font-size: medium;">Submachine Gun (SMG)</span></strong></p>
    <p>The SMG is about as common as the shotgun. Usually in an FPS, there is a fully automatic gun that is smaller and less damaging than an assault rifle, but may carry more ammo in it, while also being much lighter. This is the SMG, though it may be named something different.</p>
    <p><strong>Pistol</strong></p>
    <p>Many FPSs have a smaller, weaker secondary weapon to backup the primary weapon. The pistol is often used for this sidearm. Pistols are normally not automatic, so have a much slower fire rate than automatics, though they aren't bolt-action either. Sometimes the pistol is used as the sidearm, and is given infinite ammo so the player will always have a useable gun if they run out of ammo.</p>
    <p><strong>Grenades/Flashbangs/Smoke Grenades</strong></p>
    <p>Most FPS have a throwable explosive as well as a secondary weapon to backup the primary weapon. Grenades are explosives that are the most common throwing weapon in a game. They are usually highly damaging if it catches someone in its explosion. Flashbangs are less common, but fairly common as well. Flashbangs often don't cause any, or cause little damage, but will blind an enemy. In single-player, this means the enemy will not fire for a while. In multiplayer, this means a player hit with a flashbang will have their screen blurred or whited out. Smoke Grenades are the least common, but aren't rare either. Smoke grenades cause an explosion of smoke. Anything inside the smoke cannot be seen, and anything behind the smoke cannot be seen either. All three explosives are normally used tactically.</p>
    <p><strong><span style="font-size: large;"><a name="more game modes"></a>More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;"><a name="keywords"></a>Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Hard Scoping</strong> - Basically, when you shoot someone while scoped in with a sniper rifle, normally, without doing anything special.</li>
    <li><strong>Drag Shotting</strong> - When a sniper user scopes in, and drags the crosshair across an enemy, shooting them when the crosshair is in line with the enemy.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    <li><strong>Wallbang</strong> - When a player shoots an enemy through a wall, usually killing them in the process.</li>
    </ul>
     
  7. awesomedrako

    awesomedrako Clubbed

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    adding more words

    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p>
    <table style="width: 213px; height: 104px;" border="1">
    <tdisallowedtag>
    <tr>
    <td><strong><span style="font-size: large;">Contents:</span></strong></td>
    </tr>
    <tr>
    <td><a href="#hud">The HUD</a></td>
    </tr>
    <tr>
    <td><a href="#gameplay">Typical Gameplay</a></td>
    </tr>
    <tr>
    <td><a href="#more game modes">More Game Modes</a></td>
    </tr>
    <tr>
    <td><a href="#keywords">Keywords</a></td>
    </tr>
    </tdisallowedtag>
    </table>
    </p>
    <p><span style="font-size: large;"><strong><a name="hud"></a>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong><a name="gameplay"></a>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><span style="font-size: large;"><strong>Common FPS Weapons</strong></span></p>
    <p>Many FPSs share weapons, or similar weapons. This is a list of common weapons in FPSs and what they do.</p>
    <p><span style="font-size: medium;"><strong>Assault Rifle</strong></span></p>
    <p><span style="font-size: small;">The assault rifle is an automatic weapon, and is the most common weapon in FPSs. Most, if not all FPSs have an assault rifle or some form of an assault rifle in them. It is commonly a fairly heavy, two-handed gun, and mostly used as a primary weapon. It mostly comes in fully automatic forms, but some FPSs may have semi-automatic variations or semi-automatic modes on fully-automatic assault rifles. It usually has a fairly large magazine (it can have fair amount of ammo) loaded into it. It is usually a fairly high damaging weapon, only second to weapons designed for kills with only a few shots.</span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><strong>Sniper Rifle</strong></span></span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><span style="font-size: small;">The sniper rifle is another very common weapon in FPSs. It is usually a bolt-action weapon (each shot requires manual action to load another bullet into it), or a gun with a very low fire rate. Sometimes there are semi-automatic sniper rifles as well though. Sniper Rifles are usually the most damaging weapon in an FPS, second only to explosives (grenades, rocket launchers etc) and flames (petrol bombs, flamethrowers etc). They are usually one of the most heaviest guns in the FPS, and usually have very small magazines in relation to automatic guns. It normally has a telescopic scope mounted on it that lets the player see very far away, and therefore shoot enemies that are otherwise impossible to aim at.<br /></span></span></span></p>
    <p><span style="font-size: medium;"><strong>Shotgun</strong></span></p>
    <p>The shotgun is another common gun, though not as common as the above two guns. It is usually capable of firing several bullets in a spread with each shot, and is usually very damaging at close range. It, like the sniper rifle, normally has less ammo in relation to the automatic guns.</p>
    <p><strong><span style="font-size: medium;">Submachine Gun (SMG)</span></strong></p>
    <p>The SMG is about as common as the shotgun. Usually in an FPS, there is a fully automatic gun that is smaller and less damaging than an assault rifle, but may carry more ammo in it, while also being much lighter. This is the SMG, though it may be named something different.</p>
    <p><strong>Pistol</strong></p>
    <p>Many FPSs have a smaller, weaker secondary weapon to backup the primary weapon. The pistol is often used for this sidearm. Pistols are normally not automatic, so have a much slower fire rate than automatics, though they aren't bolt-action either. Sometimes the pistol is used as the sidearm, and is given infinite ammo so the player will always have a useable gun if they run out of ammo.</p>
    <p><strong>Grenades/Flashbangs/Smoke Grenades</strong></p>
    <p>Most FPS have a throwable explosive as well as a secondary weapon to backup the primary weapon. Grenades are explosives that are the most common throwing weapon in a game. They are usually highly damaging if it catches someone in its explosion. Flashbangs are less common, but fairly common as well. Flashbangs often don't cause any, or cause little damage, but will blind an enemy. In single-player, this means the enemy will not fire for a while. In multiplayer, this means a player hit with a flashbang will have their screen blurred or whited out. Smoke Grenades are the least common, but aren't rare either. Smoke grenades cause an explosion of smoke. Anything inside the smoke cannot be seen, and anything behind the smoke cannot be seen either. All three explosives are normally used tactically.</p>
    <p><strong><span style="font-size: large;"><a name="more game modes"></a>More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;"><a name="keywords"></a>Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Strafing</strong> - In most FPSs, except for the most old of FPSs, moving left or right does not turn your view left or right, but instead makes you side-step left or right. Strafing is the action of side-stepping left or right. Meanwhile, turning is performed by the mouse, or in consoles, one analog stick on the controller is for moving forwards and backwards and strafing, while a separate analog stick is for turning the player's view.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Hard Scoping</strong> - Basically, when you shoot someone while scoped in with a sniper rifle, normally, without doing anything special.</li>
    <li><strong>Drag Shotting</strong> - When a sniper user scopes in, and drags the crosshair across an enemy, shooting them when the crosshair is in line with the enemy.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    <li><strong>Wallbang</strong> - When a player shoots an enemy through a wall, usually killing them in the process.</li>
    <li><strong>Rocket Jumping</strong> - When a player points a rocket launcher at a wall or the ground, then fire while jumping at the same time. Usually, a FPS's physics engine will propel the player to large distances and/or heights not normally accessible. Usually, the player will take damage from the explosion, and the player may take damage from landing from a great height as well. This means that rocket jumping is not a viable option in FPSs where fall damage or explosion damage are high enough to kill the player. However, in other FPSs, well-executed rocket jumps can make the player take minimal damage while propelling them to greater heights than poorly executed rocket jumps. The technique is used in these FPSs especially in competitive play, and to increase speed across the map.</li>
    <li><strong>Bunny Hopping</strong> - When a player jumps repeatedly while moving in order to increase movement speed and/or to evade enemy attacks. In more modern FPSs however, some coding has been done in order to reduce the effectiveness of bunny hopping, or to make it more difficult to bunny hop. Some FPSs have a stamina bar, where every jump costs stamina, and once stamina is depleted, jumps cannot be done. Also, some FPSs make the player slow down after landing in every jump, making repeatedly jumping slow down the player more than simply sprinting.</li>
    </ul>
     
  8. awesomedrako

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    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p>
    <table style="width: 213px; height: 104px;" border="1">
    <tdisallowedtag>
    <tr>
    <td><strong><span style="font-size: large;">Contents:</span></strong></td>
    </tr>
    <tr>
    <td><a href="#hud">The HUD</a></td>
    </tr>
    <tr>
    <td><a href="#controls">Typical Controls</a></td>
    </tr>
    <tr>
    <td><a href="#gameplay">Typical Gameplay</a></td>
    </tr>
    <tr>
    <td><a href="#more game modes">More Game Modes</a></td>
    </tr>
    <tr>
    <td><a href="#keywords">Keywords</a></td>
    </tr>
    </tdisallowedtag>
    </table>
    </p>
    <p><span style="font-size: large;"><strong><a name="hud"></a>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong><a name="controls"></a>Typical Controls</strong></span></p>
    <p>FPSs can be played on either computers, or on consoles. Many FPSs vary in controls, both on consoles and on computer. And over the years, FPS controls have changed quite radically. However, there are normally quite similar controls in most modern FPSs.</p>
    <p><strong>Computer</strong></p>
    <p>On modern computer FPSs, the controls are as follows:</p>
    <p>Moving the mouse for turning the player's view/looking left, right, up and down (normally, moving the mouse up makes the player look up, but inverted controls are sometimes available). Left click of the mouse (or just click on Macs) to shoot the gun, or else to use whatever weapon the player is holding. Right click for scoping in to the gun (see <a href="#keywords">keywords</a>), or to use a secondary function of the weapon. The mouse wheel is commonly used for switching weapons. Then to move, either the arrow keys or the W,A,S, and D keys for strafing right or left (see <a href="#keywords">keywords</a>), and moving forwards and backwards. The 'R' key is commonly used for reloading, while the 'Q' and 'E' keys are commonly used for switching back and forth between weapons, while the number keys are sometimes used for choosing a specific weapon the player is carried (each being assigned to a number). The space bar is normally used for jumping, and either the shift key or the ctrl key for crouching. However, most modern FPSs also offer the option to change the default controls to any keys on the keyboard, such as using the IJKL keys instead of the WASD keys. In any case, most of the controls are assigned to buttons that are close to each other on the keyboard for ease of use, meaning the WASD layout is most used in modern FPSs.</p>
    <p>Console FPSs are more recent than computer FPSs, so the controls were ported from the more modern WASD layout used in modern FPSs, however, even console FPS controls have changed slightly over the years. These days, most consoles use a gamepad instead of joysticks as well:</p>
    <p>In older console FPSs, the D-pad (or directional pad) was used for turning, however, most modern console FPSs use one analog stick for turning, and another one for moving and strafing. The D-pad is instead used for selecting things in the game, such as calling an airstrike. To similate a trigger, one of the trigger buttons on the top of the gamepad is used for shooting, or using a weapon. Other controls are more varied between console FPSs, but like PC FPSs, the controls can normally be changed to suit the player.</p>
    <p><span style="font-size: large;"><strong><a name="gameplay"></a>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><span style="font-size: large;"><strong>Common FPS Weapons</strong></span></p>
    <p>Many FPSs share weapons, or similar weapons. This is a list of common weapons in FPSs and what they do.</p>
    <p><span style="font-size: medium;"><strong>Assault Rifle</strong></span></p>
    <p><span style="font-size: small;">The assault rifle is an automatic weapon, and is the most common weapon in FPSs. Most, if not all FPSs have an assault rifle or some form of an assault rifle in them. It is commonly a fairly heavy, two-handed gun, and mostly used as a primary weapon. It mostly comes in fully automatic forms, but some FPSs may have semi-automatic variations or semi-automatic modes on fully-automatic assault rifles. It usually has a fairly large magazine (it can have fair amount of ammo) loaded into it. It is usually a fairly high damaging weapon, only second to weapons designed for kills with only a few shots.</span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><strong>Sniper Rifle</strong></span></span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><span style="font-size: small;">The sniper rifle is another very common weapon in FPSs. It is usually a bolt-action weapon (each shot requires manual action to load another bullet into it), or a gun with a very low fire rate. Sometimes there are semi-automatic sniper rifles as well though. Sniper Rifles are usually the most damaging weapon in an FPS, second only to explosives (grenades, rocket launchers etc) and flames (petrol bombs, flamethrowers etc). They are usually one of the most heaviest guns in the FPS, and usually have very small magazines in relation to automatic guns. It normally has a telescopic scope mounted on it that lets the player see very far away, and therefore shoot enemies that are otherwise impossible to aim at.<br /></span></span></span></p>
    <p><span style="font-size: medium;"><strong>Shotgun</strong></span></p>
    <p>The shotgun is another common gun, though not as common as the above two guns. It is usually capable of firing several bullets in a spread with each shot, and is usually very damaging at close range. It, like the sniper rifle, normally has less ammo in relation to the automatic guns.</p>
    <p><strong><span style="font-size: medium;">Submachine Gun (SMG)</span></strong></p>
    <p>The SMG is about as common as the shotgun. Usually in an FPS, there is a fully automatic gun that is smaller and less damaging than an assault rifle, but may carry more ammo in it, while also being much lighter. This is the SMG, though it may be named something different.</p>
    <p><strong>Pistol</strong></p>
    <p>Many FPSs have a smaller, weaker secondary weapon to backup the primary weapon. The pistol is often used for this sidearm. Pistols are normally not automatic, so have a much slower fire rate than automatics, though they aren't bolt-action either. Sometimes the pistol is used as the sidearm, and is given infinite ammo so the player will always have a useable gun if they run out of ammo.</p>
    <p><strong>Grenades/Flashbangs/Smoke Grenades</strong></p>
    <p>Most FPS have a throwable explosive as well as a secondary weapon to backup the primary weapon. Grenades are explosives that are the most common throwing weapon in a game. They are usually highly damaging if it catches someone in its explosion. Flashbangs are less common, but fairly common as well. Flashbangs often don't cause any, or cause little damage, but will blind an enemy. In single-player, this means the enemy will not fire for a while. In multiplayer, this means a player hit with a flashbang will have their screen blurred or whited out. Smoke Grenades are the least common, but aren't rare either. Smoke grenades cause an explosion of smoke. Anything inside the smoke cannot be seen, and anything behind the smoke cannot be seen either. All three explosives are normally used tactically.</p>
    <p><strong><span style="font-size: large;"><a name="more game modes"></a>More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;"><a name="keywords"></a>Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Strafing</strong> - In most FPSs, except for the most old of FPSs, moving left or right does not turn your view left or right, but instead makes you side-step left or right. Strafing is the action of side-stepping left or right. Meanwhile, turning is performed by the mouse, or in consoles, one analog stick on the controller is for moving forwards and backwards and strafing, while a separate analog stick is for turning the player's view.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Hard Scoping</strong> - Basically, when you shoot someone while scoped in with a sniper rifle, normally, without doing anything special.</li>
    <li><strong>Drag Shotting</strong> - When a sniper user scopes in, and drags the crosshair across an enemy, shooting them when the crosshair is in line with the enemy.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    <li><strong>Wallbang</strong> - When a player shoots an enemy through a wall, usually killing them in the process.</li>
    <li><strong>Rocket Jumping</strong> - When a player points a rocket launcher at a wall or the ground, then fire while jumping at the same time. Usually, a FPS's physics engine will propel the player to large distances and/or heights not normally accessible. Usually, the player will take damage from the explosion, and the player may take damage from landing from a great height as well. This means that rocket jumping is not a viable option in FPSs where fall damage or explosion damage are high enough to kill the player. However, in other FPSs, well-executed rocket jumps can make the player take minimal damage while propelling them to greater heights than poorly executed rocket jumps. The technique is used in these FPSs especially in competitive play, and to increase speed across the map.</li>
    <li><strong>Bunny Hopping</strong> - When a player jumps repeatedly while moving in order to increase movement speed and/or to evade enemy attacks. In more modern FPSs however, some coding has been done in order to reduce the effectiveness of bunny hopping, or to make it more difficult to bunny hop. Some FPSs have a stamina bar, where every jump costs stamina, and once stamina is depleted, jumps cannot be done. Also, some FPSs make the player slow down after landing in every jump, making repeatedly jumping slow down the player more than simply sprinting.</li>
    </ul>
     
  9. awesomedrako

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    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of 3D shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p>
    <table style="width: 213px; height: 104px;" border="1">
    <tdisallowedtag>
    <tr>
    <td><strong><span style="font-size: large;">Contents:</span></strong></td>
    </tr>
    <tr>
    <td><a href="#hud">The HUD</a></td>
    </tr>
    <tr>
    <td><a href="#controls">Typical Controls</a></td>
    </tr>
    <tr>
    <td><a href="#gameplay">Typical Gameplay</a></td>
    </tr>
    <tr>
    <td><a href="#weapons">Common FPS Weapons</a></td>
    </tr>
    <tr>
    <td><a href="#more game modes">More Game Modes</a></td>
    </tr>
    <tr>
    <td>
    <p><a href="#keywords">Keywords</a></p>
    </td>
    </tr>
    </tdisallowedtag>
    </table>
    </p>
    <p><a name="history"></a><span style="font-size: large;"><strong>History</strong></span></p>
    <p><span style="font-size: medium;"><strong>Early Years</strong></span><span style="font-size: medium;"><strong> (1970s and 1980s)</strong></span></p>
    <p>The earliest two documented FPSs were Maze War and Spasim. Maze War used a first-person view, and players could wander around a maze, moving forwards, backwards, and turning left and right, shooting other players that they see. It was in development during 1973 though it's completion date is unknown. Spasim on the other hand, was a space flight simulator, from a first-person perspective. Its debut was in the University of Illinois in 1974. Neither game was available to consumers however.</p>
    <p>The first FPS released to consumers was Battlezone, a tank shooter featuring a first-person perspective, which was released to arcade on 1980, then to home computers in 1983, the first successful mass-market 3D FPS game.</p>
    <p>However, all of these are vehicle simulations, and it was a while before the commonplace FPS template of a player character running around shooting enemies with guns was used.</p>
    <p><span style="font-size: medium;"><strong>Rise to popularity (1992 and 1993)</strong></span></p>
    <p>The first popular FPS was Wolvenstein 3D (developed by id Software and published by Apogee Software in 1992), it put the players in the shoes of an American soldier trying to escape a Nazi stronghold, though it wasn't a realistic FPS (for example, the last boss, Adolf Hitler, uses a robotic suit equipped with gatling guns). It was a revolutionary FPS where your player character could run around shooting enemies with guns or other ranged weapons, which is a template that many FPSs to this day still use, and the game is credited for inventing the FPS genre proper. Wolvenstein 3D was also very successful, achieving large sales, and getting very good reviews.</p>
    <p>However, Doom (developed and published by id Software in 1993), refined the template of Wolvenstein 3D, by adding improved graphics, changes in height in levels (with stairs you could climb) and lighting effects. It also had a multiplayer mode with a Deathmatch mode (see <a href="#gameplay">below</a>), another first for the FPS genre. It was also extremely popular, and in fact, the multiplayer mode became so popular that it began causing problems for the companies whose networks were used for the multiplayer.</p>
    <p>And though Wolvenstein 3D created the revolutionary template for most FPSs after it, Doom is regarded as the most important FPS ever made by many. Multiplayer gaming was first achieved with a large scale by Doom, and it is now an integral part to the FPS experience, and is actually considered to be much more important than even the single player campaign of FPSs by many FPS gamers.</p>
    <p>For a time though, all FPSs used sprites, which is essentially using 2D graphics to simulate a 3D environment.</p>
    <p><span style="font-size: medium;"><strong>The arrival of 3D graphics and several innovations (1996 - 1999)</strong></span></p>
    <p>In 1996, id Software released Quake, a FPS that used 3D polygons instead of sprites, so the game's graphics looked 3D and solid instead of the almost pop-up picture book style of the sprite-based FPSs. Like Doom and Wolvenstein 3D, Quake was very influential and genre-defining, and it featured fast-paced and gory gameplay. It was also one of the few games of its kind that had online gaming (which was also at a time when the internet was growing in popularity), and Quake was in fact centred around online gaming, featuring multiple match types (see <a href="#gameplay">below</a>) that can still be found in FPSs today. Its multiplayer was one of the reasons why it became a very popular game.</p>
    <p>Next, in 1997, the first landmark, best-selling console FPS, GoldenEye 007 was released by Rare in 1997 to the Nintendo 64. It was based on a James Bond film, and it featured the ability to aim at a precise spot on the screen, a sniper rifle (see <a href="#weapons">below</a>), and the ability to perform headshots (see <a href="#keywords">below</a>). It also has stealth elements, for example, some weapons can have a silencer (an attachment that makes the gun produce a much quieter noise when firing) or a telescopic scope attached to them, hiding behind columns and doors is often necessary, and eliminating enemies before they see you can be very advanteous to the player.</p>
    <p>Tom Clancy's Rainbow Six (developed by Red Storm Entertainment) was released in 1998, and it started a popular trend of tactical FPSs, though not the first one. It featured a team-based, realistic design, and characters could die with one hit, so there was no health bar and players had to plan out attacks before executing them.</p>
    <p>Half-Life (created by Valve) was released in 1998 as well. A sci-fi FPS, it was initially met with only mild anticipation, it soon became an incredible commercial success. While previous FPSs focused on the gameplay, while attaching a rather weak story, Half-Life used a very strong narrative. The game used no cut-scenes, remaining in a first-person perspective at all times.</p>
    <p>Medal of Honor (developed by Dreamworks Interactive and published by EA) was released in 1999. It was a FPS set in World War II, and influenced many FPSs after it to be set in World War II as well.</p>
    <p><span style="font-size: large;"><strong><a name="hud"></a>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong><a name="controls"></a>Typical Controls</strong></span></p>
    <p>FPSs can be played on either computers, or on consoles. Many FPSs vary in controls, both on consoles and on computer. And over the years, FPS controls have changed quite radically. However, there are normally quite similar controls in most modern FPSs.</p>
    <p><strong>Computer</strong></p>
    <p>On modern computer FPSs, the controls are as follows:</p>
    <p>Moving the mouse for turning the player's view/looking left, right, up and down (normally, moving the mouse up makes the player look up, but inverted controls are sometimes available). Left click of the mouse (or just click on Macs) to shoot the gun, or else to use whatever weapon the player is holding. Right click for scoping in to the gun (see <a href="#keywords">keywords</a>), or to use a secondary function of the weapon. The mouse wheel is commonly used for switching weapons. Then to move, either the arrow keys or the W,A,S, and D keys for strafing right or left (see <a href="#keywords">keywords</a>), and moving forwards and backwards. The 'R' key is commonly used for reloading, while the 'Q' and 'E' keys are commonly used for switching back and forth between weapons, while the number keys are sometimes used for choosing a specific weapon the player is carried (each being assigned to a number). The space bar is normally used for jumping, and either the shift key or the ctrl key for crouching. However, most modern FPSs also offer the option to change the default controls to any keys on the keyboard, such as using the IJKL keys instead of the WASD keys. In any case, most of the controls are assigned to buttons that are close to each other on the keyboard for ease of use, meaning the WASD layout is most used in modern FPSs.</p>
    <p><strong>Consoles</strong></p>
    <p>Console FPSs are more recent than computer FPSs, so the controls were ported from the more modern WASD layout used in modern FPSs, however, even console FPS controls have changed slightly over the years. These days, most consoles use a gamepad instead of joysticks as well:</p>
    <p>In older console FPSs, the D-pad (or directional pad) was used for turning, however, most modern console FPSs use one analog stick for turning, and another one for moving and strafing. The D-pad is instead used for selecting things in the game, such as calling an airstrike. To similate a trigger, one of the trigger buttons on the top of the gamepad is used for shooting, or using a weapon. Other controls are more varied between console FPSs, but like PC FPSs, the controls can normally be changed to suit the player.</p>
    <p><span style="font-size: large;"><strong><a name="gameplay"></a>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><span style="font-size: large;"><strong><a name="weapons"></a>Common FPS Weapons</strong></span></p>
    <p>Many FPSs share weapons, or similar weapons. This is a list of common weapons in FPSs and what they do.</p>
    <p><span style="font-size: medium;"><strong>Assault Rifle</strong></span></p>
    <p><span style="font-size: small;">The assault rifle is an automatic weapon, and is the most common weapon in FPSs. Most, if not all FPSs have an assault rifle or some form of an assault rifle in them. It is commonly a fairly heavy, two-handed gun, and mostly used as a primary weapon. It mostly comes in fully automatic forms, but some FPSs may have semi-automatic variations or semi-automatic modes on fully-automatic assault rifles. It usually has a fairly large magazine (it can have fair amount of ammo) loaded into it. It is usually a fairly high damaging weapon, only second to weapons designed for kills with only a few shots.</span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><strong>Sniper Rifle</strong></span></span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><span style="font-size: small;">The sniper rifle is another very common weapon in FPSs. It is usually a bolt-action weapon (each shot requires manual action to load another bullet into it), or a gun with a very low fire rate. Sometimes there are semi-automatic sniper rifles as well though. Sniper Rifles are usually the most damaging weapon in an FPS, second only to explosives (grenades, rocket launchers etc) and flames (petrol bombs, flamethrowers etc). They are usually one of the most heaviest guns in the FPS, and usually have very small magazines in relation to automatic guns. It normally has a telescopic scope mounted on it that lets the player see very far away, and therefore shoot enemies that are otherwise impossible to aim at.<br /></span></span></span></p>
    <p><span style="font-size: medium;"><strong>Shotgun</strong></span></p>
    <p>The shotgun is another common gun, though not as common as the above two guns. It is usually capable of firing several bullets in a spread with each shot, and is usually very damaging at close range. It, like the sniper rifle, normally has less ammo in relation to the automatic guns.</p>
    <p><strong><span style="font-size: medium;">Submachine Gun (SMG)</span></strong></p>
    <p>The SMG is about as common as the shotgun. Usually in an FPS, there is a fully automatic gun that is smaller and less damaging than an assault rifle, but may carry more ammo in it, while also being much lighter. This is the SMG, though it may be named something different.</p>
    <p><strong>Pistol</strong></p>
    <p>Many FPSs have a smaller, weaker secondary weapon to backup the primary weapon. The pistol is often used for this sidearm. Pistols are normally not automatic, so have a much slower fire rate than automatics, though they aren't bolt-action either. Sometimes the pistol is used as the sidearm, and is given infinite ammo so the player will always have a useable gun if they run out of ammo.</p>
    <p><strong>Grenades/Flashbangs/Smoke Grenades</strong></p>
    <p>Most FPS have a throwable explosive as well as a secondary weapon to backup the primary weapon. Grenades are explosives that are the most common throwing weapon in a game. They are usually highly damaging if it catches someone in its explosion. Flashbangs are less common, but fairly common as well. Flashbangs often don't cause any, or cause little damage, but will blind an enemy. In single-player, this means the enemy will not fire for a while. In multiplayer, this means a player hit with a flashbang will have their screen blurred or whited out. Smoke Grenades are the least common, but aren't rare either. Smoke grenades cause an explosion of smoke. Anything inside the smoke cannot be seen, and anything behind the smoke cannot be seen either. All three explosives are normally used tactically.</p>
    <p><strong><span style="font-size: large;"><a name="more game modes"></a>More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;"><a name="keywords"></a>Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Strafing</strong> - In most FPSs, except for the most old of FPSs, moving left or right does not turn your view left or right, but instead makes you side-step left or right. Strafing is the action of side-stepping left or right. Meanwhile, turning is performed by the mouse, or in consoles, one analog stick on the controller is for moving forwards and backwards and strafing, while a separate analog stick is for turning the player's view.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Hard Scoping</strong> - Basically, when you shoot someone while scoped in with a sniper rifle, normally, without doing anything special.</li>
    <li><strong>Drag Shotting</strong> - When a sniper user scopes in, and drags the crosshair across an enemy, shooting them when the crosshair is in line with the enemy.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    <li><strong>Wallbang</strong> - When a player shoots an enemy through a wall, usually killing them in the process.</li>
    <li><strong>Rocket Jumping</strong> - When a player points a rocket launcher at a wall or the ground, then fire while jumping at the same time. Usually, a FPS's physics engine will propel the player to large distances and/or heights not normally accessible. Usually, the player will take damage from the explosion, and the player may take damage from landing from a great height as well. This means that rocket jumping is not a viable option in FPSs where fall damage or explosion damage are high enough to kill the player. However, in other FPSs, well-executed rocket jumps can make the player take minimal damage while propelling them to greater heights than poorly executed rocket jumps. The technique is used in these FPSs especially in competitive play, and to increase speed across the map.</li>
    <li><strong>Bunny Hopping</strong> - When a player jumps repeatedly while moving in order to increase movement speed and/or to evade enemy attacks. In more modern FPSs however, some coding has been done in order to reduce the effectiveness of bunny hopping, or to make it more difficult to bunny hop. Some FPSs have a stamina bar, where every jump costs stamina, and once stamina is depleted, jumps cannot be done. Also, some FPSs make the player slow down after landing in every jump, making repeatedly jumping slow down the player more than simply sprinting.</li>
    </ul>
     
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    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of 3D shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p>
    <table style="width: 213px; height: 104px;" border="1">
    <tdisallowedtag>
    <tr>
    <td><strong><span style="font-size: large;">Contents:</span></strong></td>
    </tr>
    <tr>
    <td><a href="#history">History of the FPS</a></td>
    </tr>
    <tr>
    <td><a href="#hud">The HUD</a></td>
    </tr>
    <tr>
    <td><a href="#controls">Typical Controls</a></td>
    </tr>
    <tr>
    <td><a href="#gameplay">Typical Gameplay</a></td>
    </tr>
    <tr>
    <td><a href="#weapons">Common FPS Weapons</a></td>
    </tr>
    <tr>
    <td><a href="#more game modes">More Game Modes</a></td>
    </tr>
    <tr>
    <td>
    <p><a href="#keywords">Keywords</a></p>
    </td>
    </tr>
    </tdisallowedtag>
    </table>
    </p>
    <p><a name="history"></a><span style="font-size: large;"><strong>History</strong></span></p>
    <p><span style="font-size: medium;"><strong>Early Years</strong></span><span style="font-size: medium;"><strong> (1970s and 1980s)</strong></span></p>
    <p>The earliest two documented FPSs were Maze War and Spasim. Maze War used a first-person view, and players could wander around a maze, moving forwards, backwards, and turning left and right, shooting other players that they see. It was in development during 1973 though it's completion date is unknown. Spasim on the other hand, was a space flight simulator, from a first-person perspective. Its debut was in the University of Illinois in 1974. Neither game was available to consumers however.</p>
    <p>The first FPS released to consumers was Battlezone, a tank shooter featuring a first-person perspective, which was released to arcade on 1980, then to home computers in 1983, the first successful mass-market 3D FPS game.</p>
    <p>However, all of these are vehicle simulations, and it was a while before the commonplace FPS template of a player character running around shooting enemies with guns was used.</p>
    <p><span style="font-size: medium;"><strong>Rise to popularity (1992 and 1993)</strong></span></p>
    <p>The first popular FPS was Wolvenstein 3D (developed by id Software and published by Apogee Software in 1992), it put the players in the shoes of an American soldier trying to escape a Nazi stronghold, though it wasn't a realistic FPS (for example, the last boss, Adolf Hitler, uses a robotic suit equipped with gatling guns). It was a revolutionary FPS where your player character could run around shooting enemies with guns or other ranged weapons, which is a template that many FPSs to this day still use, and the game is credited for inventing the FPS genre proper. Wolvenstein 3D was also very successful, achieving large sales, and getting very good reviews.</p>
    <p>However, Doom (developed and published by id Software in 1993), refined the template of Wolvenstein 3D, by adding improved graphics, changes in height in levels (with stairs you could climb) and lighting effects. It also had a multiplayer mode with a Deathmatch mode (see <a href="#gameplay">below</a>), another first for the FPS genre. It was also extremely popular, and in fact, the multiplayer mode became so popular that it began causing problems for the companies whose networks were used for the multiplayer.</p>
    <p>And though Wolvenstein 3D created the revolutionary template for most FPSs after it, Doom is regarded as the most important FPS ever made by many. Multiplayer gaming was first achieved with a large scale by Doom, and it is now an integral part to the FPS experience, and is actually considered to be much more important than even the single player campaign of FPSs by many FPS gamers.</p>
    <p>For a time though, all FPSs used sprites, which is essentially using 2D graphics to simulate a 3D environment.</p>
    <p><span style="font-size: medium;"><strong>The arrival of 3D graphics and several innovations (1996 - 1999)</strong></span></p>
    <p>In 1996, id Software released Quake, a FPS that used 3D polygons instead of sprites, so the game's graphics looked 3D and solid instead of the almost pop-up picture book style of the sprite-based FPSs. Like Doom and Wolvenstein 3D, Quake was very influential and genre-defining, and it featured fast-paced and gory gameplay. It was also one of the few games of its kind that had online gaming (which was also at a time when the internet was growing in popularity), and Quake was in fact centred around online gaming, featuring multiple match types (see <a href="#gameplay">below</a>) that can still be found in FPSs today. Its multiplayer was one of the reasons why it became a very popular game.</p>
    <p>Next, in 1997, the first landmark, best-selling console FPS, GoldenEye 007 was released by Rare in 1997 to the Nintendo 64. It was based on a James Bond film, and it featured the ability to aim at a precise spot on the screen, a sniper rifle (see <a href="#weapons">below</a>), and the ability to perform headshots (see <a href="#keywords">below</a>). It also has stealth elements, for example, some weapons can have a silencer (an attachment that makes the gun produce a much quieter noise when firing) or a telescopic scope attached to them, hiding behind columns and doors is often necessary, and eliminating enemies before they see you can be very advanteous to the player.</p>
    <p>Tom Clancy's Rainbow Six (developed by Red Storm Entertainment) was released in 1998, and it started a popular trend of tactical FPSs, though not the first one. It featured a team-based, realistic design, and characters could die with one hit, so there was no health bar and players had to plan out attacks before executing them.</p>
    <p>Half-Life (created by Valve) was released in 1998 as well. A sci-fi FPS, it was initially met with only mild anticipation, it soon became an incredible commercial success. While previous FPSs focused on the gameplay, while attaching a rather weak story, Half-Life used a very strong narrative. The game used no cut-scenes, remaining in a first-person perspective at all times.</p>
    <p>Medal of Honor (developed by Dreamworks Interactive and published by EA) was released in 1999. It was a FPS set in World War II, and influenced many FPSs after it to be set in World War II as well.</p>
    <p><span style="font-size: large;"><strong><a name="hud"></a>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong><a name="controls"></a>Typical Controls</strong></span></p>
    <p>FPSs can be played on either computers, or on consoles. Many FPSs vary in controls, both on consoles and on computer. And over the years, FPS controls have changed quite radically. However, there are normally quite similar controls in most modern FPSs.</p>
    <p><strong>Computer</strong></p>
    <p>On modern computer FPSs, the controls are as follows:</p>
    <p>Moving the mouse for turning the player's view/looking left, right, up and down (normally, moving the mouse up makes the player look up, but inverted controls are sometimes available). Left click of the mouse (or just click on Macs) to shoot the gun, or else to use whatever weapon the player is holding. Right click for scoping in to the gun (see <a href="#keywords">keywords</a>), or to use a secondary function of the weapon. The mouse wheel is commonly used for switching weapons. Then to move, either the arrow keys or the W,A,S, and D keys for strafing right or left (see <a href="#keywords">keywords</a>), and moving forwards and backwards. The 'R' key is commonly used for reloading, while the 'Q' and 'E' keys are commonly used for switching back and forth between weapons, while the number keys are sometimes used for choosing a specific weapon the player is carried (each being assigned to a number). The space bar is normally used for jumping, and either the shift key or the ctrl key for crouching. However, most modern FPSs also offer the option to change the default controls to any keys on the keyboard, such as using the IJKL keys instead of the WASD keys. In any case, most of the controls are assigned to buttons that are close to each other on the keyboard for ease of use, meaning the WASD layout is most used in modern FPSs.</p>
    <p><strong>Consoles</strong></p>
    <p>Console FPSs are more recent than computer FPSs, so the controls were ported from the more modern WASD layout used in modern FPSs, however, even console FPS controls have changed slightly over the years. These days, most consoles use a gamepad instead of joysticks as well:</p>
    <p>In older console FPSs, the D-pad (or directional pad) was used for turning, however, most modern console FPSs use one analog stick for turning, and another one for moving and strafing. The D-pad is instead used for selecting things in the game, such as calling an airstrike. To similate a trigger, one of the trigger buttons on the top of the gamepad is used for shooting, or using a weapon. Other controls are more varied between console FPSs, but like PC FPSs, the controls can normally be changed to suit the player.</p>
    <p><span style="font-size: large;"><strong><a name="gameplay"></a>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><span style="font-size: large;"><strong><a name="weapons"></a>Common FPS Weapons</strong></span></p>
    <p>Many FPSs share weapons, or similar weapons. This is a list of common weapons in FPSs and what they do.</p>
    <p><span style="font-size: medium;"><strong>Assault Rifle</strong></span></p>
    <p><span style="font-size: small;">The assault rifle is an automatic weapon, and is the most common weapon in FPSs. Most, if not all FPSs have an assault rifle or some form of an assault rifle in them. It is commonly a fairly heavy, two-handed gun, and mostly used as a primary weapon. It mostly comes in fully automatic forms, but some FPSs may have semi-automatic variations or semi-automatic modes on fully-automatic assault rifles. It usually has a fairly large magazine (it can have fair amount of ammo) loaded into it. It is usually a fairly high damaging weapon, only second to weapons designed for kills with only a few shots.</span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><strong>Sniper Rifle</strong></span></span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><span style="font-size: small;">The sniper rifle is another very common weapon in FPSs. It is usually a bolt-action weapon (each shot requires manual action to load another bullet into it), or a gun with a very low fire rate. Sometimes there are semi-automatic sniper rifles as well though. Sniper Rifles are usually the most damaging weapon in an FPS, second only to explosives (grenades, rocket launchers etc) and flames (petrol bombs, flamethrowers etc). They are usually one of the most heaviest guns in the FPS, and usually have very small magazines in relation to automatic guns. It normally has a telescopic scope mounted on it that lets the player see very far away, and therefore shoot enemies that are otherwise impossible to aim at.<br /></span></span></span></p>
    <p><span style="font-size: medium;"><strong>Shotgun</strong></span></p>
    <p>The shotgun is another common gun, though not as common as the above two guns. It is usually capable of firing several bullets in a spread with each shot, and is usually very damaging at close range. It, like the sniper rifle, normally has less ammo in relation to the automatic guns.</p>
    <p><strong><span style="font-size: medium;">Submachine Gun (SMG)</span></strong></p>
    <p>The SMG is about as common as the shotgun. Usually in an FPS, there is a fully automatic gun that is smaller and less damaging than an assault rifle, but may carry more ammo in it, while also being much lighter. This is the SMG, though it may be named something different.</p>
    <p><strong>Pistol</strong></p>
    <p>Many FPSs have a smaller, weaker secondary weapon to backup the primary weapon. The pistol is often used for this sidearm. Pistols are normally not automatic, so have a much slower fire rate than automatics, though they aren't bolt-action either. Sometimes the pistol is used as the sidearm, and is given infinite ammo so the player will always have a useable gun if they run out of ammo.</p>
    <p><strong>Grenades/Flashbangs/Smoke Grenades</strong></p>
    <p>Most FPS have a throwable explosive as well as a secondary weapon to backup the primary weapon. Grenades are explosives that are the most common throwing weapon in a game. They are usually highly damaging if it catches someone in its explosion. Flashbangs are less common, but fairly common as well. Flashbangs often don't cause any, or cause little damage, but will blind an enemy. In single-player, this means the enemy will not fire for a while. In multiplayer, this means a player hit with a flashbang will have their screen blurred or whited out. Smoke Grenades are the least common, but aren't rare either. Smoke grenades cause an explosion of smoke. Anything inside the smoke cannot be seen, and anything behind the smoke cannot be seen either. All three explosives are normally used tactically.</p>
    <p><strong><span style="font-size: large;"><a name="more game modes"></a>More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;"><a name="keywords"></a>Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Strafing</strong> - In most FPSs, except for the most old of FPSs, moving left or right does not turn your view left or right, but instead makes you side-step left or right. Strafing is the action of side-stepping left or right. Meanwhile, turning is performed by the mouse, or in consoles, one analog stick on the controller is for moving forwards and backwards and strafing, while a separate analog stick is for turning the player's view.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Hard Scoping</strong> - Basically, when you shoot someone while scoped in with a sniper rifle, normally, without doing anything special.</li>
    <li><strong>Drag Shotting</strong> - When a sniper user scopes in, and drags the crosshair across an enemy, shooting them when the crosshair is in line with the enemy.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    <li><strong>Wallbang</strong> - When a player shoots an enemy through a wall, usually killing them in the process.</li>
    <li><strong>Rocket Jumping</strong> - When a player points a rocket launcher at a wall or the ground, then fire while jumping at the same time. Usually, a FPS's physics engine will propel the player to large distances and/or heights not normally accessible. Usually, the player will take damage from the explosion, and the player may take damage from landing from a great height as well. This means that rocket jumping is not a viable option in FPSs where fall damage or explosion damage are high enough to kill the player. However, in other FPSs, well-executed rocket jumps can make the player take minimal damage while propelling them to greater heights than poorly executed rocket jumps. The technique is used in these FPSs especially in competitive play, and to increase speed across the map.</li>
    <li><strong>Bunny Hopping</strong> - When a player jumps repeatedly while moving in order to increase movement speed and/or to evade enemy attacks. In more modern FPSs however, some coding has been done in order to reduce the effectiveness of bunny hopping, or to make it more difficult to bunny hop. Some FPSs have a stamina bar, where every jump costs stamina, and once stamina is depleted, jumps cannot be done. Also, some FPSs make the player slow down after landing in every jump, making repeatedly jumping slow down the player more than simply sprinting.</li>
    </ul>
     
  11. awesomedrako

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    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of 3D shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p>
    <table style="width: 213px; height: 104px;" border="1">
    <tdisallowedtag>
    <tr>
    <td><strong><span style="font-size: large;">Contents:</span></strong></td>
    </tr>
    <tr>
    <td><a href="#history">History of the FPS</a></td>
    </tr>
    <tr>
    <td><a href="#hud">The HUD</a></td>
    </tr>
    <tr>
    <td><a href="#controls">Typical Controls</a></td>
    </tr>
    <tr>
    <td><a href="#gameplay">Typical Gameplay</a></td>
    </tr>
    <tr>
    <td><a href="#weapons">Common FPS Weapons</a></td>
    </tr>
    <tr>
    <td><a href="#more game modes">More Game Modes</a></td>
    </tr>
    <tr>
    <td>
    <p><a href="#keywords">Keywords</a></p>
    </td>
    </tr>
    </tdisallowedtag>
    </table>
    </p>
    <p><a name="history"></a><span style="font-size: large;"><strong>History</strong></span></p>
    <p><span style="font-size: medium;"><strong>Early Years</strong></span><span style="font-size: medium;"><strong> (1970s and 1980s)</strong></span></p>
    <p>The earliest two documented FPSs were Maze War and Spasim. Maze War used a first-person view, and players could wander around a maze, moving forwards, backwards, and turning left and right, shooting other players that they see. It was in development during 1973 though it's completion date is unknown. Spasim on the other hand, was a space flight simulator, from a first-person perspective. Its debut was in the University of Illinois in 1974. Neither game was available to consumers however.</p>
    <p>The first FPS released to consumers was Battlezone, a tank shooter featuring a first-person perspective, which was released to arcade on 1980, then to home computers in 1983, the first successful mass-market 3D FPS game.</p>
    <p>However, all of these are vehicle simulations, and it was a while before the commonplace FPS template of a player character running around shooting enemies with guns was used.</p>
    <p><span style="font-size: medium;"><strong>Rise to popularity (1992 and 1993)</strong></span></p>
    <p>The first popular FPS was Wolvenstein 3D (developed by id Software and published by Apogee Software in 1992), it put the players in the shoes of an American soldier trying to escape a Nazi stronghold, though it wasn't a realistic FPS (for example, the last boss, Adolf Hitler, uses a robotic suit equipped with gatling guns). It was a revolutionary FPS where your player character could run around shooting enemies with guns or other ranged weapons, which is a template that many FPSs to this day still use, and the game is credited for inventing the FPS genre proper. Wolvenstein 3D was also very successful, achieving large sales, and getting very good reviews.</p>
    <p>However, Doom (developed and published by id Software in 1993), refined the template of Wolvenstein 3D, by adding improved graphics, changes in height in levels (with stairs you could climb) and lighting effects. It also had a multiplayer mode with a Deathmatch mode (see <a href="#gameplay">below</a>), another first for the FPS genre. It was also extremely popular, and in fact, the multiplayer mode became so popular that it began causing problems for the companies whose networks were used for the multiplayer.</p>
    <p>And though Wolvenstein 3D created the revolutionary template for most FPSs after it, Doom is regarded as the most important FPS ever made by many. Multiplayer gaming was first achieved with a large scale by Doom, and it is now an integral part to the FPS experience, and is actually considered to be much more important than even the single player campaign of FPSs by many FPS gamers.</p>
    <p>Bungie Studios also released its first FPS, Pathways into Darkness in 1993 for the Mac, shortly after Wolvenstein 3D. Despite not having as much impact as the other two, it laid the groundwork for Bungie's highly successful sci-fi FPS series, the Marathon trilogy. Not only that, it pioneered many typical FPS features, including a secondary weapon function, a free look camera, and aiming in the vertical dimension.</p>
    <p>For a time though, all FPSs used sprites, which is essentially using 2D graphics to simulate a 3D environment.</p>
    <p><span style="font-size: medium;"><strong>The arrival of 3D graphics and several innovations (1996 - 1999)</strong></span></p>
    <p>In 1996, id Software released Quake, a FPS that used 3D polygons instead of sprites, so the game's graphics looked 3D and solid instead of the almost pop-up picture book style of the sprite-based FPSs. Like Doom and Wolvenstein 3D, Quake was very influential and genre-defining, and it featured fast-paced and gory gameplay. It was also one of the few games of its kind that had online gaming (which was also at a time when the internet was growing in popularity), and Quake was in fact centred around online gaming, featuring multiple match types (see <a href="#gameplay">below</a>) that can still be found in FPSs today. Its multiplayer was one of the reasons why it became a very popular game.</p>
    <p>Next, in 1997, the first landmark, best-selling console FPS, GoldenEye 007 was released by Rare in 1997 to the Nintendo 64. It was based on a James Bond film, and it featured the ability to aim at a precise spot on the screen, a sniper rifle (see <a href="#weapons">below</a>), and the ability to perform headshots (see <a href="#keywords">below</a>). It also has stealth elements, for example, some weapons can have a silencer (an attachment that makes the gun produce a much quieter noise when firing) or a telescopic scope attached to them, hiding behind columns and doors is often necessary, and eliminating enemies before they see you can be very advanteous to the player.</p>
    <p>Tom Clancy's Rainbow Six (developed by Red Storm Entertainment) was released in 1998, and it started a popular trend of tactical FPSs, though not the first one. It featured a team-based, realistic design, and characters could die with one hit, so there was no health bar and players had to plan out attacks before executing them.</p>
    <p>Half-Life (created by Valve) was released in 1998 as well. A sci-fi FPS, it was initially met with only mild anticipation, it soon became an incredible commercial success. While previous FPSs focused on the gameplay, while attaching a rather weak story, Half-Life used a very strong narrative. The game used no cut-scenes, remaining in a first-person perspective at all times. Not only that, it had very advanced AI (in particular, the AI soldiers inside it). It was also fully moddable (the game code could be changed, so new backgrounds, characters, weapons, and essentially an entire new game could be created, just using the same graphics engine).</p>
    <p>Later, Counter-strike was released in 1999, which was a mod of Half-life, this time with a counter-terrorism theme. Despite being merely a mod, it went on to become one of the most popular online multiplayer FPSs, and eventually Valve bought the rights to the game, and created their own version (in 2004) which was just as popular.</p>
    <p>Medal of Honor (developed by Dreamworks Interactive and published by EA) was released in 1999. It was a FPS set in World War II, and influenced many FPSs after it to be set in World War II as well.</p>
    <p><span style="font-size: medium;"><strong>The new millenium (2000-Present)</strong></span></p>
    <p>At the E3 games show in 1999, Bungie unveiled a real-time strategy game called Halo. However, in a later E3 show, they showed it again, only they had overhauled it to become a third-person shooter. Later in 2000, Bungie was bought by Microsoft, and Halo was revamped and released as a FPS, titled as Halo: Combat Evolved, as one of the launch titles for Microsoft's new console, the Xbox. It was a runaway commercial and critical success, and is considered a premier console FPS. It was a sci-fi FPS that featured a narrative and storyline reminiscent of Bungie's previous Marathon series, only now told mostly through in-game dialogue and cut scenes. Master Chief, the main character, was widely praised, and is now one of the most recognizable characters in the games industry. The sequel, Halo 2, brought the popularity of online gaming to the console market through Xbox Live, on which it was the most played game for two years.</p>
    <p>Battlefield 1942, a World War II FPS released in 2002, featured large scale combat incorporating aircraft, naval vessels, and infantry combat.</p>
    <p>Released in 2003, Planetside allowed hundreds of players at once to compete in a persistent world, and was promoted as the world's first MMOFPS (Massively Multiplayer Online First Person Shooter).</p>
    <p>In 2003, the first Call of Duty game was released by Infinity Ward, which was another World War II FPS, and featured some very good story-telling from an FPS, sending the player at first into the battlefield without a gun, and featuring campaigns on several sides of the war (American, British and Soviet). It also featured shellshock, which meant the player would experience momentary blurred vision, hearing impairment, and slower movements when there is an explosion near them.</p>
    <p>Then, in 2004, Doom 3 was released, this time placing much more emphasis on scaring the player and horror than previous games, and was a critically acclaimed success. To this day, it is proclaimed by some gamers as the scariest game of all time.</p>
    <p>Bioshock, an FPS set in a fictional dystopia under the sea called Rapture, was released in 2007, and was viewed by some to be the best game in 2007, because it featured a great narrative with several memorable moments, and great artistry and several innovations. Generally, it had a very memorable and enjoyable single-player campaign.</p>
    <p>Crysis and Far Cry 2 both broke new ground in terms of graphics and open-ended level design (open world). Crysis remains to this day the most graphic intensive game on the PC at the highest settings. Far Cry 2 was a very realistic FPS, with weapons that degraded over time, and become prone to jamming, and also featured a very realistic world, with day-and-night cycles, vegetation that regenerates, a dynamic weather system, and a fire propagation mechanism, where fires can be started, and could spread, depending on rain, wind direction and speed, and vegetation types.</p>
    <p>Call of Duty 4: Modern Warfare, Infinity Ward's third game (some Call of Duty games in the series were developed by other studios), received extremely high critical and commercial success. Set in modern times, with modern weapons and technology, it was a quite innovative FPS. It featured an action-packed single-player mode with many set-pieces, and several very emotional and memorable moments as well. The single-player mode also introduced new and enjoyable gameplay, such as a sequence where the player uses an AC-130 gunship's guns to provide support fire to a group of ground troops. The multiplayer was also a very enjoyable and well-crafted experience, with killstreak rewards for consecutive kills in a match, and a levelling system that was very addictive to many a FPS player. The sequel, Call of Duty: Modern Warfare 2, achieved even higher commercial success, and featured an even better multiplayer mode, with more killstreak rewards, deathstreak rewards, all-new weapons (including throwing knives and riot shields), and even a new cooperative mode named "Spec-Ops".</p>
    <p>As of 2006, the FPS genre has become one of the biggest and fastest selling video game genres.</p>
    <p><span style="font-size: large;"><strong><a name="hud"></a>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong><a name="controls"></a>Typical Controls</strong></span></p>
    <p>FPSs can be played on either computers, or on consoles. Many FPSs vary in controls, both on consoles and on computer. And over the years, FPS controls have changed quite radically. However, there are normally quite similar controls in most modern FPSs.</p>
    <p><strong>Computer</strong></p>
    <p>On modern computer FPSs, the controls are as follows:</p>
    <p>Moving the mouse for turning the player's view/looking left, right, up and down (normally, moving the mouse up makes the player look up, but inverted controls are sometimes available). Left click of the mouse (or just click on Macs) to shoot the gun, or else to use whatever weapon the player is holding. Right click for scoping in to the gun (see <a href="#keywords">keywords</a>), or to use a secondary function of the weapon. The mouse wheel is commonly used for switching weapons. Then to move, either the arrow keys or the W,A,S, and D keys for strafing right or left (see <a href="#keywords">keywords</a>), and moving forwards and backwards. The 'R' key is commonly used for reloading, while the 'Q' and 'E' keys are commonly used for switching back and forth between weapons, while the number keys are sometimes used for choosing a specific weapon the player is carried (each being assigned to a number). The space bar is normally used for jumping, and either the shift key or the ctrl key for crouching. However, most modern FPSs also offer the option to change the default controls to any keys on the keyboard, such as using the IJKL keys instead of the WASD keys. In any case, most of the controls are assigned to buttons that are close to each other on the keyboard for ease of use, meaning the WASD layout is most used in modern FPSs.</p>
    <p><strong>Consoles</strong></p>
    <p>Console FPSs are more recent than computer FPSs, so the controls were ported from the more modern WASD layout used in modern FPSs, however, even console FPS controls have changed slightly over the years. These days, most consoles use a gamepad instead of joysticks as well:</p>
    <p>In older console FPSs, the D-pad (or directional pad) was used for turning, however, most modern console FPSs use one analog stick for turning, and another one for moving and strafing. The D-pad is instead used for selecting things in the game, such as calling an airstrike. To similate a trigger, one of the trigger buttons on the top of the gamepad is used for shooting, or using a weapon. Other controls are more varied between console FPSs, but like PC FPSs, the controls can normally be changed to suit the player.</p>
    <p><span style="font-size: large;"><strong><a name="gameplay"></a>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><span style="font-size: large;"><strong><a name="weapons"></a>Common FPS Weapons</strong></span></p>
    <p>Many FPSs share weapons, or similar weapons. This is a list of common weapons in FPSs and what they do.</p>
    <p><span style="font-size: medium;"><strong>Assault Rifle</strong></span></p>
    <p><span style="font-size: small;">The assault rifle is an automatic weapon, and is the most common weapon in FPSs. Most, if not all FPSs have an assault rifle or some form of an assault rifle in them. It is commonly a fairly heavy, two-handed gun, and mostly used as a primary weapon. It mostly comes in fully automatic forms, but some FPSs may have semi-automatic variations or semi-automatic modes on fully-automatic assault rifles. It usually has a fairly large magazine (it can have fair amount of ammo) loaded into it. It is usually a fairly high damaging weapon, only second to weapons designed for kills with only a few shots.</span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><strong>Sniper Rifle</strong></span></span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><span style="font-size: small;">The sniper rifle is another very common weapon in FPSs. It is usually a bolt-action weapon (each shot requires manual action to load another bullet into it), or a gun with a very low fire rate. Sometimes there are semi-automatic sniper rifles as well though. Sniper Rifles are usually the most damaging weapon in an FPS, second only to explosives (grenades, rocket launchers etc) and flames (petrol bombs, flamethrowers etc). They are usually one of the most heaviest guns in the FPS, and usually have very small magazines in relation to automatic guns. It normally has a telescopic scope mounted on it that lets the player see very far away, and therefore shoot enemies that are otherwise impossible to aim at.<br /></span></span></span></p>
    <p><span style="font-size: medium;"><strong>Shotgun</strong></span></p>
    <p>The shotgun is another common gun, though not as common as the above two guns. It is usually capable of firing several bullets in a spread with each shot, and is usually very damaging at close range. It, like the sniper rifle, normally has less ammo in relation to the automatic guns.</p>
    <p><strong><span style="font-size: medium;">Submachine Gun (SMG)</span></strong></p>
    <p>The SMG is about as common as the shotgun. Usually in an FPS, there is a fully automatic gun that is smaller and less damaging than an assault rifle, but may carry more ammo in it, while also being much lighter. This is the SMG, though it may be named something different.</p>
    <p><strong>Pistol</strong></p>
    <p>Many FPSs have a smaller, weaker secondary weapon to backup the primary weapon. The pistol is often used for this sidearm. Pistols are normally not automatic, so have a much slower fire rate than automatics, though they aren't bolt-action either. Sometimes the pistol is used as the sidearm, and is given infinite ammo so the player will always have a useable gun if they run out of ammo.</p>
    <p><strong>Grenades/Flashbangs/Smoke Grenades</strong></p>
    <p>Most FPS have a throwable explosive as well as a secondary weapon to backup the primary weapon. Grenades are explosives that are the most common throwing weapon in a game. They are usually highly damaging if it catches someone in its explosion. Flashbangs are less common, but fairly common as well. Flashbangs often don't cause any, or cause little damage, but will blind an enemy. In single-player, this means the enemy will not fire for a while. In multiplayer, this means a player hit with a flashbang will have their screen blurred or whited out. Smoke Grenades are the least common, but aren't rare either. Smoke grenades cause an explosion of smoke. Anything inside the smoke cannot be seen, and anything behind the smoke cannot be seen either. All three explosives are normally used tactically.</p>
    <p><strong><span style="font-size: large;"><a name="more game modes"></a>More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;"><a name="keywords"></a>Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Strafing</strong> - In most FPSs, except for the most old of FPSs, moving left or right does not turn your view left or right, but instead makes you side-step left or right. Strafing is the action of side-stepping left or right. Meanwhile, turning is performed by the mouse, or in consoles, one analog stick on the controller is for moving forwards and backwards and strafing, while a separate analog stick is for turning the player's view.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Hard Scoping</strong> - Basically, when you shoot someone while scoped in with a sniper rifle, normally, without doing anything special.</li>
    <li><strong>Drag Shotting</strong> - When a sniper user scopes in, and drags the crosshair across an enemy, shooting them when the crosshair is in line with the enemy.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    <li><strong>Wallbang</strong> - When a player shoots an enemy through a wall, usually killing them in the process.</li>
    <li><strong>Rocket Jumping</strong> - When a player points a rocket launcher at a wall or the ground, then fire while jumping at the same time. Usually, a FPS's physics engine will propel the player to large distances and/or heights not normally accessible. Usually, the player will take damage from the explosion, and the player may take damage from landing from a great height as well. This means that rocket jumping is not a viable option in FPSs where fall damage or explosion damage are high enough to kill the player. However, in other FPSs, well-executed rocket jumps can make the player take minimal damage while propelling them to greater heights than poorly executed rocket jumps. The technique is used in these FPSs especially in competitive play, and to increase speed across the map.</li>
    <li><strong>Bunny Hopping</strong> - When a player jumps repeatedly while moving in order to increase movement speed and/or to evade enemy attacks. In more modern FPSs however, some coding has been done in order to reduce the effectiveness of bunny hopping, or to make it more difficult to bunny hop. Some FPSs have a stamina bar, where every jump costs stamina, and once stamina is depleted, jumps cannot be done. Also, some FPSs make the player slow down after landing in every jump, making repeatedly jumping slow down the player more than simply sprinting.</li>
    </ul>
     
  12. awesomedrako

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    Adding FPS tips

    <p><strong><span style="font-size: x-large;">FPS Basics</span></strong></p>
    <p>First-person Shooter (FPS) is a gaming genre. It is a type of 3D shooting game, but always seen through a first-person perspective, meaning it is seen through the player character's eyes. In most FPSs, the only part of the player's body that can be seen is their arms, and what the player is holding can be seen too. In most FPSs, the primary objective is to kill all other players. This means that FPS is commonly seen as a violent genre of game.</p>
    <p>This article is some information for complete beginners to FPSs. For tips on FPS play, go to this guide: <a href="wiki.php?page=FPS_Tips">FPS Tips</a>.</p>
    <p>
    <table style="width: 213px; height: 104px;" border="1">
    <tdisallowedtag>
    <tr>
    <td><strong><span style="font-size: large;">Contents:</span></strong></td>
    </tr>
    <tr>
    <td><a href="#history">History of the FPS</a></td>
    </tr>
    <tr>
    <td><a href="#hud">The HUD</a></td>
    </tr>
    <tr>
    <td><a href="#controls">Typical Controls</a></td>
    </tr>
    <tr>
    <td><a href="#gameplay">Typical Gameplay</a></td>
    </tr>
    <tr>
    <td><a href="#weapons">Common FPS Weapons</a></td>
    </tr>
    <tr>
    <td><a href="#more game modes">More Game Modes</a></td>
    </tr>
    <tr>
    <td>
    <p><a href="#keywords">Keywords</a></p>
    </td>
    </tr>
    </tdisallowedtag>
    </table>
    </p>
    <p><a name="history"></a><span style="font-size: large;"><strong>History</strong></span></p>
    <p><span style="font-size: medium;"><strong>Early Years</strong></span><span style="font-size: medium;"><strong> (1970s and 1980s)</strong></span></p>
    <p>The earliest two documented FPSs were Maze War and Spasim. Maze War used a first-person view, and players could wander around a maze, moving forwards, backwards, and turning left and right, shooting other players that they see. It was in development during 1973 though it's completion date is unknown. Spasim on the other hand, was a space flight simulator, from a first-person perspective. Its debut was in the University of Illinois in 1974. Neither game was available to consumers however.</p>
    <p>The first FPS released to consumers was Battlezone, a tank shooter featuring a first-person perspective, which was released to arcade on 1980, then to home computers in 1983, the first successful mass-market 3D FPS game.</p>
    <p>However, all of these are vehicle simulations, and it was a while before the commonplace FPS template of a player character running around shooting enemies with guns was used.</p>
    <p><span style="font-size: medium;"><strong>Rise to popularity (1992 and 1993)</strong></span></p>
    <p>The first popular FPS was Wolvenstein 3D (developed by id Software and published by Apogee Software in 1992), it put the players in the shoes of an American soldier trying to escape a Nazi stronghold, though it wasn't a realistic FPS (for example, the last boss, Adolf Hitler, uses a robotic suit equipped with gatling guns). It was a revolutionary FPS where your player character could run around shooting enemies with guns or other ranged weapons, which is a template that many FPSs to this day still use, and the game is credited for inventing the FPS genre proper. Wolvenstein 3D was also very successful, achieving large sales, and getting very good reviews.</p>
    <p>However, Doom (developed and published by id Software in 1993), refined the template of Wolvenstein 3D, by adding improved graphics, changes in height in levels (with stairs you could climb) and lighting effects. It also had a multiplayer mode with a Deathmatch mode (see <a href="#gameplay">below</a>), another first for the FPS genre. It was also extremely popular, and in fact, the multiplayer mode became so popular that it began causing problems for the companies whose networks were used for the multiplayer.</p>
    <p>And though Wolvenstein 3D created the revolutionary template for most FPSs after it, Doom is regarded as the most important FPS ever made by many. Multiplayer gaming was first achieved with a large scale by Doom, and it is now an integral part to the FPS experience, and is actually considered to be much more important than even the single player campaign of FPSs by many FPS gamers.</p>
    <p>Bungie Studios also released its first FPS, Pathways into Darkness in 1993 for the Mac, shortly after Wolvenstein 3D. Despite not having as much impact as the other two, it laid the groundwork for Bungie's highly successful sci-fi FPS series, the Marathon trilogy. Not only that, it pioneered many typical FPS features, including a secondary weapon function, a free look camera, and aiming in the vertical dimension.</p>
    <p>For a time though, all FPSs used sprites, which is essentially using 2D graphics to simulate a 3D environment.</p>
    <p><span style="font-size: medium;"><strong>The arrival of 3D graphics and several innovations (1996 - 1999)</strong></span></p>
    <p>In 1996, id Software released Quake, a FPS that used 3D polygons instead of sprites, so the game's graphics looked 3D and solid instead of the almost pop-up picture book style of the sprite-based FPSs. Like Doom and Wolvenstein 3D, Quake was very influential and genre-defining, and it featured fast-paced and gory gameplay. It was also one of the few games of its kind that had online gaming (which was also at a time when the internet was growing in popularity), and Quake was in fact centred around online gaming, featuring multiple match types (see <a href="#gameplay">below</a>) that can still be found in FPSs today. Its multiplayer was one of the reasons why it became a very popular game.</p>
    <p>Next, in 1997, the first landmark, best-selling console FPS, GoldenEye 007 was released by Rare in 1997 to the Nintendo 64. It was based on a James Bond film, and it featured the ability to aim at a precise spot on the screen, a sniper rifle (see <a href="#weapons">below</a>), and the ability to perform headshots (see <a href="#keywords">below</a>). It also has stealth elements, for example, some weapons can have a silencer (an attachment that makes the gun produce a much quieter noise when firing) or a telescopic scope attached to them, hiding behind columns and doors is often necessary, and eliminating enemies before they see you can be very advanteous to the player.</p>
    <p>Tom Clancy's Rainbow Six (developed by Red Storm Entertainment) was released in 1998, and it started a popular trend of tactical FPSs, though not the first one. It featured a team-based, realistic design, and characters could die with one hit, so there was no health bar and players had to plan out attacks before executing them.</p>
    <p>Half-Life (created by Valve) was released in 1998 as well. A sci-fi FPS, it was initially met with only mild anticipation, it soon became an incredible commercial success. While previous FPSs focused on the gameplay, while attaching a rather weak story, Half-Life used a very strong narrative. The game used no cut-scenes, remaining in a first-person perspective at all times. Not only that, it had very advanced AI (in particular, the AI soldiers inside it). It was also fully moddable (the game code could be changed, so new backgrounds, characters, weapons, and essentially an entire new game could be created, just using the same graphics engine).</p>
    <p>Later, Counter-strike was released in 1999, which was a mod of Half-life, this time with a counter-terrorism theme. Despite being merely a mod, it went on to become one of the most popular online multiplayer FPSs, and eventually Valve bought the rights to the game, and created their own version (in 2004) which was just as popular.</p>
    <p>Medal of Honor (developed by Dreamworks Interactive and published by EA) was released in 1999. It was a FPS set in World War II, and influenced many FPSs after it to be set in World War II as well.</p>
    <p><span style="font-size: medium;"><strong>The new millenium (2000-Present)</strong></span></p>
    <p>At the E3 games show in 1999, Bungie unveiled a real-time strategy game called Halo. However, in a later E3 show, they showed it again, only they had overhauled it to become a third-person shooter. Later in 2000, Bungie was bought by Microsoft, and Halo was revamped and released as a FPS, titled as Halo: Combat Evolved, as one of the launch titles for Microsoft's new console, the Xbox. It was a runaway commercial and critical success, and is considered a premier console FPS. It was a sci-fi FPS that featured a narrative and storyline reminiscent of Bungie's previous Marathon series, only now told mostly through in-game dialogue and cut scenes. Master Chief, the main character, was widely praised, and is now one of the most recognizable characters in the games industry. The sequel, Halo 2, brought the popularity of online gaming to the console market through Xbox Live, on which it was the most played game for two years.</p>
    <p>Battlefield 1942, a World War II FPS released in 2002, featured large scale combat incorporating aircraft, naval vessels, and infantry combat.</p>
    <p>Released in 2003, Planetside allowed hundreds of players at once to compete in a persistent world, and was promoted as the world's first MMOFPS (Massively Multiplayer Online First Person Shooter).</p>
    <p>In 2003, the first Call of Duty game was released by Infinity Ward, which was another World War II FPS, and featured some very good story-telling from an FPS, sending the player at first into the battlefield without a gun, and featuring campaigns on several sides of the war (American, British and Soviet). It also featured shellshock, which meant the player would experience momentary blurred vision, hearing impairment, and slower movements when there is an explosion near them.</p>
    <p>Then, in 2004, Doom 3 was released, this time placing much more emphasis on scaring the player and horror than previous games, and was a critically acclaimed success. To this day, it is proclaimed by some gamers as the scariest game of all time.</p>
    <p>Bioshock, an FPS set in a fictional dystopia under the sea called Rapture, was released in 2007, and was viewed by some to be the best game in 2007, because it featured a great narrative with several memorable moments, and great artistry and several innovations. Generally, it had a very memorable and enjoyable single-player campaign.</p>
    <p>Crysis and Far Cry 2 both broke new ground in terms of graphics and open-ended level design (open world). Crysis remains to this day the most graphic intensive game on the PC at the highest settings. Far Cry 2 was a very realistic FPS, with weapons that degraded over time, and become prone to jamming, and also featured a very realistic world, with day-and-night cycles, vegetation that regenerates, a dynamic weather system, and a fire propagation mechanism, where fires can be started, and could spread, depending on rain, wind direction and speed, and vegetation types.</p>
    <p>Call of Duty 4: Modern Warfare, Infinity Ward's third game (some Call of Duty games in the series were developed by other studios), received extremely high critical and commercial success. Set in modern times, with modern weapons and technology, it was a quite innovative FPS. It featured an action-packed single-player mode with many set-pieces, and several very emotional and memorable moments as well. The single-player mode also introduced new and enjoyable gameplay, such as a sequence where the player uses an AC-130 gunship's guns to provide support fire to a group of ground troops. The multiplayer was also a very enjoyable and well-crafted experience, with killstreak rewards for consecutive kills in a match, and a levelling system that was very addictive to many a FPS player. The sequel, Call of Duty: Modern Warfare 2, achieved even higher commercial success, and featured an even better multiplayer mode, with more killstreak rewards, deathstreak rewards, all-new weapons (including throwing knives and riot shields), and even a new cooperative mode named "Spec-Ops".</p>
    <p>As of 2006, the FPS genre has become one of the biggest and fastest selling video game genres.</p>
    <p><span style="font-size: large;"><strong><a name="hud"></a>The HUD</strong></span></p>
    <p>Here is a screenshot of a typical FPS, Wolfenstein Enemy Territory.</p>
    <p><img src="http://i590.photobucket.com/albums/ss346/louis058/Wolfenstein-Enemy-Territory_1.jpg" border="0" alt="" /></p>
    <p>The screen displays what the player is holding which, in this case, is a rifle.</p>
    <p>The information being shown on the screen is called a Head-up Display (HUD), which, in gaming, is how information is shown to the player as part of the user interface. The HUD is a very common element of FPSs, and appears in many of them, showing some or all of the below.</p>
    <p>Wolfenstein's HUD is currently displaying (in the bottom right corner) the player's health (using a bar, a player avatar, and a number), stamina (which in this game, is used for jumping and sprinting), skills.</p>
    <p>It is also showing (in the top left corner) a minimap of the battlefield, which shows key information such as the layout of the battlefield, where comrades have recently fallen, and objectives.</p>
    <p>It is showing (in the bottom right corner) what weapon is currently equipped, and the amount of ammo left in it. The number on the left is showing how many rounds are left in the gun, and the number on the right is showing how many rounds the player is carrying in reserve.</p>
    <p>The HUD is also showing chat, which currently only has one line of text in it. The text is saying who recently killed who. However, chat can also be used for chatting, or for issuing commands.</p>
    <p><span style="font-size: large;"><strong><a name="controls"></a>Typical Controls</strong></span></p>
    <p>FPSs can be played on either computers, or on consoles. Many FPSs vary in controls, both on consoles and on computer. And over the years, FPS controls have changed quite radically. However, there are normally quite similar controls in most modern FPSs.</p>
    <p><strong>Computer</strong></p>
    <p>On modern computer FPSs, the controls are as follows:</p>
    <p>Moving the mouse for turning the player's view/looking left, right, up and down (normally, moving the mouse up makes the player look up, but inverted controls are sometimes available). Left click of the mouse (or just click on Macs) to shoot the gun, or else to use whatever weapon the player is holding. Right click for scoping in to the gun (see <a href="#keywords">keywords</a>), or to use a secondary function of the weapon. The mouse wheel is commonly used for switching weapons. Then to move, either the arrow keys or the W,A,S, and D keys for strafing right or left (see <a href="#keywords">keywords</a>), and moving forwards and backwards. The 'R' key is commonly used for reloading, while the 'Q' and 'E' keys are commonly used for switching back and forth between weapons, while the number keys are sometimes used for choosing a specific weapon the player is carried (each being assigned to a number). The space bar is normally used for jumping, and either the shift key or the ctrl key for crouching. However, most modern FPSs also offer the option to change the default controls to any keys on the keyboard, such as using the IJKL keys instead of the WASD keys. In any case, most of the controls are assigned to buttons that are close to each other on the keyboard for ease of use, meaning the WASD layout is most used in modern FPSs.</p>
    <p><strong>Consoles</strong></p>
    <p>Console FPSs are more recent than computer FPSs, so the controls were ported from the more modern WASD layout used in modern FPSs, however, even console FPS controls have changed slightly over the years. These days, most consoles use a gamepad instead of joysticks as well:</p>
    <p>In older console FPSs, the D-pad (or directional pad) was used for turning, however, most modern console FPSs use one analog stick for turning, and another one for moving and strafing. The D-pad is instead used for selecting things in the game, such as calling an airstrike. To similate a trigger, one of the trigger buttons on the top of the gamepad is used for shooting, or using a weapon. Other controls are more varied between console FPSs, but like PC FPSs, the controls can normally be changed to suit the player.</p>
    <p><span style="font-size: large;"><strong><a name="gameplay"></a>Typical Gameplay</strong></span></p>
    <p>Many FPS have similar gameplay. The player can move around, jump, crouch, and run in most FPSs. In some others (particularly more modern FPSs), the player can also lay down on the ground, vault over obstacles, or open doors. Being a shooter genre, in most FPSs, the player can shoot their gun, reload their gun, switch weapons, or throw any throwing weapons as well. In more recent FPSs, they also allow the picking up of weapons on the ground, or the dropping of weapons.</p>
    <p>In most FPSs, realism is not the most important thing, so many unrealistic but more fun gameplay choices are implemented into most FPSs. For example, "respawning" is when a player is killed, and then comes back to life again at a specificated "spawn point" on the battlefield. This allows players to quickly get back into the action again if they are killed by another person, and respawning is used in most multiplayer FPSs.</p>
    <p>Single-player FPSs typically have levels for the player to complete. Each level could have one or several missions to do, which may involve killing a certain amount of AI enemies, or reaching a certain point. Newer FPSs could have more complex missions in each level. Newer FPSs sometimes have an open-world environment for the player to roam around and find missions themselves.</p>
    <p>FPSs typically have "game modes" and "lobbies" in multiplayer play. The "game modes" are types of games that can be played in multiplayer. For example, a common game mode is Team Deathmatch, which pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins. Another common game mode is Search and Destroy, which pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players. This game mode typically has no respawning in each round. Whatever the game mode, the game is normally won when one side wins a certain amount of points.</p>
    <p>Lobbies are "rooms" for players to gather in. A lobby is created by a player when they start up the game and go into multiplayer. They then select the game mode and how many players can join the lobby (FPSs typically restrict the maximum amount of players that can join due to bandwidth issues). People then choose to join the lobby, and when enough people join, the game can be started by the host of the lobby. In many multiplayer games, once a lobby is created, people leave and join that lobby, and the lobby doesn't disappear for a long time, as most people just join the first lobby that they see.</p>
    <p>Weapons in FPSs are typically guns, being a shooter genre. However, depending on what setting the FPS takes place in, the guns may be radically different. For example, Halo, a sci-fi FPS, has many futuristic weapons such as laser cannons and beam rifles. In contrast, Call of Duty, a FPS that takes place in World War 1, has guns used at that time, such as the M1 Garand. Most FPSs have a couple types of guns. The most common types are a type of automatic weapon, a sniper rifle (a very accurate weapon that can see at a very long range to shoot enemies that are very far off), a shotgun (or any weapon that shoots multiple bullets in a spray at the same time), and a pistol (or other sidearm that is weaker than the main weapons). Most FPSs also have other weapons though. Most have some form of a grenade and/or other explosives (such as landmines or C4). Most have a flash grenade or similar that stuns or blinds enemies for a certain amount of time. Finally, most also have the knife as a weapon, or another melee weapon.</p>
    <p><span style="font-size: large;"><strong><a name="weapons"></a>Common FPS Weapons</strong></span></p>
    <p>Many FPSs share weapons, or similar weapons. This is a list of common weapons in FPSs and what they do.</p>
    <p><span style="font-size: medium;"><strong>Assault Rifle</strong></span></p>
    <p><span style="font-size: small;">The assault rifle is an automatic weapon, and is the most common weapon in FPSs. Most, if not all FPSs have an assault rifle or some form of an assault rifle in them. It is commonly a fairly heavy, two-handed gun, and mostly used as a primary weapon. It mostly comes in fully automatic forms, but some FPSs may have semi-automatic variations or semi-automatic modes on fully-automatic assault rifles. It usually has a fairly large magazine (it can have fair amount of ammo) loaded into it. It is usually a fairly high damaging weapon, only second to weapons designed for kills with only a few shots.</span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><strong>Sniper Rifle</strong></span></span></p>
    <p><span style="font-size: small;"><span style="font-size: medium;"><span style="font-size: small;">The sniper rifle is another very common weapon in FPSs. It is usually a bolt-action weapon (each shot requires manual action to load another bullet into it), or a gun with a very low fire rate. Sometimes there are semi-automatic sniper rifles as well though. Sniper Rifles are usually the most damaging weapon in an FPS, second only to explosives (grenades, rocket launchers etc) and flames (petrol bombs, flamethrowers etc). They are usually one of the most heaviest guns in the FPS, and usually have very small magazines in relation to automatic guns. It normally has a telescopic scope mounted on it that lets the player see very far away, and therefore shoot enemies that are otherwise impossible to aim at.<br /></span></span></span></p>
    <p><span style="font-size: medium;"><strong>Shotgun</strong></span></p>
    <p>The shotgun is another common gun, though not as common as the above two guns. It is usually capable of firing several bullets in a spread with each shot, and is usually very damaging at close range. It, like the sniper rifle, normally has less ammo in relation to the automatic guns.</p>
    <p><strong><span style="font-size: medium;">Submachine Gun (SMG)</span></strong></p>
    <p>The SMG is about as common as the shotgun. Usually in an FPS, there is a fully automatic gun that is smaller and less damaging than an assault rifle, but may carry more ammo in it, while also being much lighter. This is the SMG, though it may be named something different.</p>
    <p><strong>Pistol</strong></p>
    <p>Many FPSs have a smaller, weaker secondary weapon to backup the primary weapon. The pistol is often used for this sidearm. Pistols are normally not automatic, so have a much slower fire rate than automatics, though they aren't bolt-action either. Sometimes the pistol is used as the sidearm, and is given infinite ammo so the player will always have a useable gun if they run out of ammo.</p>
    <p><strong>Grenades/Flashbangs/Smoke Grenades</strong></p>
    <p>Most FPS have a throwable explosive as well as a secondary weapon to backup the primary weapon. Grenades are explosives that are the most common throwing weapon in a game. They are usually highly damaging if it catches someone in its explosion. Flashbangs are less common, but fairly common as well. Flashbangs often don't cause any, or cause little damage, but will blind an enemy. In single-player, this means the enemy will not fire for a while. In multiplayer, this means a player hit with a flashbang will have their screen blurred or whited out. Smoke Grenades are the least common, but aren't rare either. Smoke grenades cause an explosion of smoke. Anything inside the smoke cannot be seen, and anything behind the smoke cannot be seen either. All three explosives are normally used tactically.</p>
    <p><strong><span style="font-size: large;"><a name="more game modes"></a>More Game Modes</span></strong></p>
    <p>There are several common game modes in multiplayer FPSs. Note that any of the game modes in any FPS may have the structure and gameplay of these game modes, but be named differently.</p>
    <ul>
    <li>Team Deathmatch (TDM) - This pits two sides of players against each other, and each kill gets a point. The side that kills the most fastest wins.</li>
    <li>Search and Destroy - This pits two sides of players against each other again, but one side has explosives that they must plant at a specified area. That side wins if the explosives go off before the other side defuses them, the other side wins if the explosives are defused, and both sides can also win by killing all other players.</li>
    <li>Capture the Flag (CTF) - There are two sides, and both sides have a flag at/near their spawn point. Each side has to take the other side's flag, and bring it back to their flag/spawn point to win a point.</li>
    <li>Domination - Again, there are two sides, and both sides have to capture certain areas and/or bases on the battlefield. Each capture earns a point for the team.</li>
    <li>Variations of all of the above game modes could happen as well, for example, a team deathmatch where there are rounds, and players do not respawn when they are killed, and the side that kills everybody on the other side wins a round.</li>
    </ul>
    <p><strong><span style="font-size: large;"><a name="keywords"></a>Keyw</span><span style="font-size: large;">ords</span></strong></p>
    <p><span style="font-size: large;"><span style="font-size: small;">FPS players have created many words of their own to describe various elements of FPSs, and especially for things in multiplayer play. Some of these words may have originated from or are real words/phrases.<br /></span></span></p>
    <ul>
    <li><strong>Crosshair</strong> - Commonly represented as two intersecting lines in the shape of a '+', but can have many other looks, including dots, posts, circles, scales, chevrons, or a combination of any of these. In an FPS, can also be represented with the cross, but with a space in the middle of the cross. Used in FPSs to show where the bullets in a gun will go when it is shot, and is usually placed in the centre of the screen. In most modern FPSs, the space in the middle of the crosshair represents where the bullet CAN go when the gun is shot. This means that the smaller the space, the more accurate the gun will be, and vice versa. Also, in most modern FPSs, the crosshair expands and slowly returns to normal each time a shot is fired (this is called <strong>RECOIL</strong>), which means subsequent shots will be less and less accurate unless the user stops shooting the gun for a moment. This effect is more noticeable on automatic weapons.</li>
    <li><strong>Strafing</strong> - In most FPSs, except for the most old of FPSs, moving left or right does not turn your view left or right, but instead makes you side-step left or right. Strafing is the action of side-stepping left or right. Meanwhile, turning is performed by the mouse, or in consoles, one analog stick on the controller is for moving forwards and backwards and strafing, while a separate analog stick is for turning the player's view.</li>
    <li><strong>Headshot</strong> - Fairly self-explanatory, the term given to a shot from a gun that hits someone's head. In most FPSs (except for realistic FPSs), headshots do more damage than shots to other parts of the body.</li>
    <li><strong>Spraying</strong> - The term given for endlessly shooting an automatic weapon without letting go. Termed as spraying, because in FPSs, this will make the gun go wildly inaccurate quickly, and start "spraying" bullets everywhere. A person who sprays a lot is termed a <strong>Sprayer</strong>.</li>
    <li><strong>Nade</strong> - Short word for grenade.</li>
    <li><strong>Shotty</strong> - Another word for a shotgun.</li>
    <li><strong>Snippy</strong> - Another word for a sniper rifle.</li>
    <li><strong>Cooking a grenade</strong> - In most games with grenades in them, the fire button is used for throwing the grenade. In some games, holding down the fire button allows you to pull the pin out of the grenade (which starts the fuse which will set off the grenade) and keep a hold on to the grenade until you release the button to throw the grenade. This means it is possible to blow your player up by holding down the fire button. It also means it is possible to "cook" the grenade by holding the fire button down, then releasing it at the last possible moment so that the grenade blows up as soon as it reaches the intended area. This works because FPSs are computer games, so the "fuse" for a grenade is actually an in-game timer that always counts down in the same time (for example, 5 seconds) each time a grenade is used before blowing up.</li>
    <li><span style="font-size: large;"><span style="font-size: small;"><strong>Scoping</strong> - To scope in with a gun that has a scope on it. In other words, to look into the scope of the gun. Games normally have a button set for scoping into the gun.</span></span></li>
    <li><strong>Iron Sights</strong> - Iron sights is a real phrase used to describe markers at the top of the gun used to assist aiming of the gun. Some guns allow the usage of the iron sights of a gun (normally to increase accuracy of the gun), assigning the action to the same button as scoping.</li>
    <li><strong>Hard Scoping</strong> - Basically, when you shoot someone while scoped in with a sniper rifle, normally, without doing anything special.</li>
    <li><strong>Drag Shotting</strong> - When a sniper user scopes in, and drags the crosshair across an enemy, shooting them when the crosshair is in line with the enemy.</li>
    <li><strong>Quick Scoping</strong> - An action done by users of sniper rifles. Can only be done well by snipers that have practiced quite a lot. It is scoping in and shooting an enemy immediately after scoping in. This skill requires a knowledge of where the centre of the scope will be when scoped in before scoping in, so that the sniper can aim at the enemy quickly before scoping in and shooting them. This skill means that sniper rifles that are usually designed to be used from long range can be used at close range.</li>
    <li><strong>No Scoping</strong> - An even higher level skill used by sniper users. In some games though, this skill is purely based on luck. It is shooting without scoping. Due to balancing, snipers usually have a very large or no crosshair (no crosshair means the bullet can go almost anywhere in front of the player), which means no scoping is very inaccurate in some games. In some other games though, while simply shooting the sniper without scoping in is still extremely inaccurate, there may be glitches that allow certain things to be done to enable no scoping with accuracy.</li>
    <li><strong>360</strong> - A sniper shot where someone jumps off something fairly high from the ground, spins around 360 degrees, and takes the shot. Usually combined with the Quick Scope or No Scope since there is not much time before the player lands.</li>
    <li><strong>Camping</strong> - When a player stays in the same spot on a map and shoots enemy who run past. Also, some people define camping as staying in the same general area on a map and shooting people from that area. Usually seen as a bad thing by FPS players. People who camp are called <strong>Campers</strong>. Also, because camping is seen as a bad thing by many FPS players, Camper are sometimes used as an insult by them against people who kill them.</li>
    <li><strong>Wallbang</strong> - When a player shoots an enemy through a wall, usually killing them in the process.</li>
    <li><strong>Rocket Jumping</strong> - When a player points a rocket launcher at a wall or the ground, then fire while jumping at the same time. Usually, a FPS's physics engine will propel the player to large distances and/or heights not normally accessible. Usually, the player will take damage from the explosion, and the player may take damage from landing from a great height as well. This means that rocket jumping is not a viable option in FPSs where fall damage or explosion damage are high enough to kill the player. However, in other FPSs, well-executed rocket jumps can make the player take minimal damage while propelling them to greater heights than poorly executed rocket jumps. The technique is used in these FPSs especially in competitive play, and to increase speed across the map.</li>
    <li><strong>Bunny Hopping</strong> - When a player jumps repeatedly while moving in order to increase movement speed and/or to evade enemy attacks. In more modern FPSs however, some coding has been done in order to reduce the effectiveness of bunny hopping, or to make it more difficult to bunny hop. Some FPSs have a stamina bar, where every jump costs stamina, and once stamina is depleted, jumps cannot be done. Also, some FPSs make the player slow down after landing in every jump, making repeatedly jumping slow down the player more than simply sprinting.</li>
    </ul>
     
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