Trouble in Terrorist Town is a gamemode for Garry's Mod in which there are a group of ragtag terrorists who happen to have trouble among them. That trouble, as it happens to be, is that some of their group are not as loyal as one might first think. 1 out of every 4 terrorists in the town have turned on the cause, and have united together for a single, simple mission: Let none live.Gameplay is essentially a cross between Clue, Counter-Strike and the often forgotten crossover between Die Hard and And Then There Were None. As mentioned earlier, one out of every four terrorists is a traitor. The traitors' goal to is kill off all the remaining players before time runs out. Traitors can buy equipment such as body armor or a C4 with credits, but most importantly, they have the element of surprise. Even though the traitors are the minority of players, the innocents do not know who's a traitor and who isn't. It's up the innocent players to find out who's a traitor using information from corpses and suspicious players to find out who the traitors are and kill them before they're killed themselves.For more information, you can visit the site here.
This game provides examples of:
Action Bomb: Some servers have the suicide bomb equipment for traitors, which turns you into one.
Cassandra Truth: You can see a guy knife eight others in the back, watch him turn his attention to you, and then scream out his name over the mic multiple times as you're being murdered, and people still may not believe you.
Death by Falling Over: The crowbar has a 'nudge' attack, allowing Traitors to push unsuspecting innocents off ledges.
This can be impractical due to some turning around almost immediately after they're pushed off a ledge and seeing their killer's name, then blurting it out to his fellow innocents.
Demonic Possession/Poltergeist: Objects can be possessed by players who died in the round. Certain props can even be manipulated to kill (or at least cripple) people. Some maps even have prop obstacle courses to give spectators something to do while waiting for a new round.
There is also a weapon called the 'Poltergeist' which attaches an invisible thruster to any physics prop and sends it flying at other terrorists. If that weren't enough, it also explodes.
Disposing of a Body: One particularly useful aspect of the Magneto Stick is allowing traitors to move bodies to more out-of-the-way areas, or where they're entirely unreachable.
The Flare Gun equipment will burn and completely remove a body, leaving no trace of it, but it makes a distinct sound as it's fired, and it leaves a giant burn mark on the ground. If you try to identify a body while it's burning, the body will be too hot to inspect anyway.
Eagle Eye Detection: Detectives can gather more information from inspecting corpses than regular innocents, such as who they last saw or their last words before they died.
Fiery Coverup: The flare gun allows traitors to dispose of corpses, which contain a lot of evidence, by burning them. The only flaws of burning a body is that the flare gun has a loud, recognizable 'fwip' noise, and the burnt body leaves a large burn mark on the ground.
Final Girl: Happens often towards the end of each round.
Sometimes it's LEEEEEEEEEEROOOOOOOY JEEEEENKIIINS , which can be quite fitting considering the traitor has probably just rushed into a field of enemies, potentially getting your traitor buddies killed in the process.
Karma Meter: Serves as a punishment for team-killers. The lower your meter, the less damage you do. Some servers automatically kick or kill players whose karma drops too low.
Kill It with Fire: The only way to get rid of a corpse, aside from putting it somewhere unreachable, is to burn it.
Ladder Physics: Many a terrorist has died by trying to go down a ladder and instead plummeting to the ground.
Look Both Ways: A certain popular mapnote ttt_67thway has cars endlessly zooming across a road, and many a terrorist has been mercilessly ran over by them. It doesn't help that the cars in question are completely silent and appear out of nowhere.
Murder by Mistake: Often the result of assuming people to be traitors when they aren't.
Nice Hat: Other than the fact that they're clearly labeled DETECTIVE, Detectives can usually be identified by the stereotypical deerstalker hat they're given.
Noodle Implements: Since there is almost no plot to the game, the map itself, sometimes. What does a Macro Zone have to do with terrorist organizations?
Short Range Shotgun: All the time! The bullet spread tends to be very inconsistent and is often horribly off center. Even with proper aim, a player would still be likely to miss because the pellets literally went around the target! This makes it very impractical beyond point blank range and even then, a proper One-Hit Kill may still be inconsistent (Hitbox Dissonance not withstanding).
Sniper Pistol: Lampshaded in an Honorable Mention Achievement being called "It's Like a Tiny Rifle", Given to a player who killed many other players with the Desert Eagle.
Wire Dilemma: Anybody trying to diffuse a C4 without a diffuse kit a has to pick from 1 out of 6 random wires. Killing the traitor that planted the bomb and inspecting the corpse will reveal the correct wire, but Cutting the Wrong Wire will cause the bomb to instantly explode.
Depending on how long the C4 was originally set for. For every 45-second increment, another wire turns lethal, with the max of 10 minutes being certain death.