Table of Contents
Controls
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In Limbo uses the same controls as Half-Life. The only controls specific to In Limbo are the change team,
change class, and use buttons. Voice communication is supported. The secondary attack button is only used by
the BlackArrow class in order to zoom in and out with its cannon.
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HUD
1. Weapon Selection - This is basically unchanged from Half-Life. Primary Weapons are in slot one.
2. Crosshair - It's color changes based on your team. If you want to use your own crosshairs, change the
crosshairs.spr file inside In Limbo's sprites folder.
3. Chat System - Your name changes color based on what team you're on. There is a global chat, team chat,
and seperate chat for those players that are dead.
4. Health - There is one value for your health (you cannot get armor). The max value changes depending on
what class you choose.
5. Ammo - This is your one value for ammo. No weapons have more than one ammo type and none use clips either.
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Game Types
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Right now, the only gameplay type is team deathmatch. This means you are simply trying to kill more of the other team
than they kill on your team.
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Re-arm and Heal

Unique to In Limbo is an object that will re-stock you with all the ammo you can hold as well as repair all your
health. Look for a white cross with a blue and red background in the map. Approach this panel and press your "use"
key (default e). If you successfully engage the RH (short for Re-arm and Heal), you will be notified in the chat
panel. You will also notice that your screen turns black. It will slowly fade back into your normal view. Think of
this as a flashbang in reverse. This is put in place to prevent people from abusing the RH and also to promote
teamwork. You can still move and fire while your screen is blacked out. The RH also has a recharging time after being
used. So if you use the RH and it doesn't work this may be because it is still warming back up. You will be notified
of this in your chat panel. The recharging time is approximately 20 seconds.
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Maps
il_coalesce
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by Mallard
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il_levels
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by Pete
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il_warehouse
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by Pete
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Classes
B35 BlackArrow
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- Ram
- Machine Gun
- Cannon (w/ zoom)
- Boosters
- 90 health, fast speed
*The BlackArrow acts as a perfect sniper. It can use its boosters to jump to hard to reach places and then use
the zoom on its cannon to strike down enemies. The cannon's accuracy is improved when in zoom mode.
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B31 Vulture
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- Ram
- Machine Gun
- Cannon
- Boosters
- Landmines
- 90 health, fast speed
*The Vulture gives up a zooming cannon for landmines. Lay your mines down for base defense and then use your
speed and cannon to harass enemies.
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M47 Cougar
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- Ram
- Avenger Gatling gun
- 180 health, medium speed
*The Cougar is the only vehicle not equipped with a backup machine gun. It must rely on its powerful and
fast firing gatling gun, adapted from the tank killing weapon on an A-10 Warthog.
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M58 Orion
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- Ram
- Machine Gun
- Hellfire II
- 180 health, medium speed
*The Orion has the latest tank busting Hellfire missiles and more speed and agility than the other
missile carrying brutes.
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Z62 Dragon
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- Ram
- Machine Gun
- Phoenix
- 250 health, slow speed
*The Dragon brings the most powerful weapon to the battlefield, but its slow speed and minimum ammo
make it vulnerable. Use teamwork to secure reload points and keep this beast firing the devastating Phoenix missile.
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Z50 Sentinel
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- Ram
- Machine Gun
- Hellfire II
- 250 health, slow speed
*The Sentinel is all about staying power. It can hold many of the smaller Hellfire missiles and its strong armor
lets the Sentinel buy its team time while they're returning to battle from the spawn.
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Weapons
Boosters
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Ammo: 3
Slot: 5
Tanks can't duck or jump, but lighter ones can use booster rockets to get to places they normally
couldn't reach. It's use like any other weapon. Equip it and fire to jump, and you'll see the number of boosts
you have left go down. Also you do not need to be on the ground to give yourself another boost. Classes which
have boosters are the BlackArrow and Vulture.
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Smash
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Ammo: -
Slot: 3
When a player runs out of ammo and can't get to a reload point, they can always smash into enemy vehicles.
To use this must be equipped and the primary fire button should be held down. (It's actually a modified crowbar, and
works like a crowbar or knife would, but don't tell anyone. It's a secret.)
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Machine Gun
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Ammo: 200
Slot: 2
This is your secondary weapon, and works like a machine gun should. Though the rifle rounds don't
do much against armored vehicles, they can be used to effectively finish off an enemy. Also its tracers and noise
can add confusion to the battlefield.
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Cannon
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Ammo: 18
Slot: 1
This is a single-shot impact weapon. It gives the user range and more power than a machine gun.
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Avenger Gatling Gun
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Ammo: 400
Slot: 1
The M class vehicles were designed specifically to hold this awesome weapon. Adapted for ground
use from the version equipped on an A-10 Warthog, this gun combines rapid fire, power, and plenty of ammo.
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Hellfire II
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Ammo: 12 or 20
Slot: 1
Made famous on Apache helicopters, the newest Hellfire has been made for ground vehicles. While
advances in armor and stealth have made the Hellfire's homing system ineffective, its design is still a perfect
tank killer.
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Phoenix
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Ammo: 3
Slot: 1
Engineers have managed to stuff a few huge Phoenix missiles in an armored vehicle, bringing
unprecedented power to ground warfare. This system has a limited range and slower speed than a Hellfire, and
also leaves a distinctive trail.
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Landmines
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Ammo: 2
Slot: 1
Hitting a landmine hurts pretty bad, though their obvious glow makes them easy to shoot and
destroy. Mines planted by friendlies will not explode when you pass over them, though be careful that a sniper
doesn't take it out as you're going over it. If you deploy them while looking straight ahead they will be placed
directly below you.
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